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12,7 7 







By G. W. p. 



AMERICAN WHIST ILLUSTRATED. Con- 
taining the Laws and Principles of the Game, 
the Analysis of the New Play and American 
Leads, and a series of Hands in Diagram, and 
combining Whist Universal and American 
Whist. i6mo, flexible leather, $1.75. 

WHIST IN DIAGRAMS. i6mo, 11.25. 

HOUGHTON, MIFFLIN & CO. 
Boston and New York. 



€gi^&^^^ 




>v« >>i .ui^'>K% 



Copyright, 1890, 
By HOUGHTON, MIFFLIN & CXX 

All rights reserved. 






The Riverside Press^ Cambridge^ Mass. ,U.S.A. 
£Iectroty))ed and Printed by H. O. Houghton & Company. 



# 



« ' 



i 

To 

THE PLAYERS OF WHIST 

WHO STUDY THE GAME 

IS DEDICATED 



% 






PREFACE TO THE FIRST EDITION. 



"American Whist," published in 1880, has 
passed through ten editions, and four editions of 
"Whist Universal," published in 1887, are ex- 
hausted. 

This publication is the digest of the two vol- 
umes, with all the amendments, revisions, and 
changes in play required by the application of 
recent inventions and improvements in the 
practice of the American game. 

Brookline, Mass.) January^ 1890. 



PREFACE TO THE FIFTH EDITION. 



The American Leads and the New Play given 
in detail in this volume have superseded fprmer 
methods. 

The best players of English or Short Whist 
have adopted the general plan. 

American Whist is for those who honor the 
principles and obey the laws that govern the 
most distinguished game ever devised for intel- 
lectual recreation. 

Brookline, Mass., 1891. 



CONTENTS. 



PAGB 

The History and Progress of Cards . . . . i 

The History of Modern Whist .... 9 

Memoranda 20 

Laws of American Whist 21 

The Revoke 25 

Rules of the Card-rooms of the Deschapelles Club 26 

Deschapelles Club Rules 27 

Table of Original Leads of High Cards ... 30 
Original Leads: 

From Suits headed by the Ace 31 

From Suits headed by the King .... 39 

From Suits headed by the Queen 42 

From Suits headed by the Knave .... 46 

From Suits headed by the 10 47 

From Suits headed by the 9 47 

From Suits headed by the 8 48 

Summary 49 

Objections 62 

Second Hand 67 

Analysis of Second Hand : 

With the Ace . 73 

With the King 75 

General Play 75 

Third Hand 83 

Unblocking S6 

Third Hand Play 93 



X CONTENTS, 

Fourth Hand loi 

American Leads 105 

Low Card led 112 

High Card led followed by Low Card . . . • ^ ' 5 
High Card followed by High Card . . . .117 

Table of Leads, No. 1 116 

Table of Leads, No. II 124 

The New Play 125 

Special Topics 134 

Whist Practice 151 

Irregular Leads 212 

Playing through the Strong Hand .... 217 

Finesse 222 

Trumps 241 

Underplay 246 

The Eleventh 248 

The Twelfth 249 

The Thirteenth 251 

Signaling 252 

Getting in a Little Trump 257 

The Echo 261 

Technical Terms in American Whist . . . 264 

Inferences 271 

How TO learn Whist 276 

A Hand at Cards 280 

Skill in Whist 287 

Illustrated Hands: 
Hands i, 2, 3, and 4. 

The same Cards by different Players . . 289 
Hands 5, 6, 7. 

American Leads, i, 2, 3 305 

Hand 8. 

The Lead of the 9 317 

Hands 9, 10, 11, 12, 13, 14, 15. 

The New Play 321 

Hand 16. 

Irregular Play 349 



CONTENTS, xi 

Hand 17. 

The Coup de Sacrifice 353 

Hand 18. 

The Grand Coup 356 

Hand 19. 

Throwing the Lead 360 

Hand 20. 

A Yarborough ...•••• 364 



AMERICAN WHIST. 



THE HISTORY AND PROGRESS OF 
CARDS.i 

Cards, or their archetypes, were invented in 
Hindustan. Twelve centuries ago, certain em- 
blems, or representations, or figures upon a stuff 
composed of a sort of canvas, had stated value in 
the valley of the Himalayas, and were exchanged 
for other emblems in a game that was played, 
until one player came to possess, by skill or ac- 
cident, the most desirable of the series. Plates, 
thin casts, devices upon a kind of wampum, fol- 
lowed in their turn, and, in varied forms, canvas, 
or wampum lamella, or cards bearing figures or 
emblems, have been in constant use for the 
amusement and edification of emperors and 
kings, and the people of all nations, from the 
' time of the Brahmin Vatullah to the present 
hour. 

There is a tradition that, soon after the death 
of Mohammed Causim, who was sent by the 




2 AMERICAN WHIST, 

Caliph Walid, the Mohammedan governor of 
Bassorah, to invade Hindustan and convert the 
people to Islamism, the Hindoos, who in a gen- 
eral insurrection drove the Mohammedans from 
the country, circulated plates or casts of those 
whom they termed their tyrants, with other 
plates bearing odd figures or caricatures of their 
own victors, the former always to be exchanged 
at play, at discount by certain established rules, 
for the latter. Afterward, games of figures 
drawn upon a lighter material were formed, and 
Sir John Lawrence, whose administrative ca- 
pacity saved the Punjaub, or country of five 
rivers, in the great rebellion, relates that he 
saw in the possession of the Rajah of Nagpoor 
relics of cards with figures of most curious com- 
position, of very great age and very rare, rep- 
resentative of customs of exchange in play or 
barter. General Havelock stated to an officer 
of the British army that he had learned in 
Allahabad that many centuries ago a plan of 
play prevailed by means of painted cards. These 
medals and plates and cards, the latter formed 
of papyrus paper, which were used in games, in 
plan and purpose intended for amusement and 
information, had their counterpart in Arabia 
several centuries later. It is said that Avi- 
cenna, an Arabian logician who lived in the 
ninth century, invented a mode of play with 
cards in which the likenesses of existing leaders 



r 



THE msTOkV AND PROGRESS OF CAkbS. 3 

in the favorite topics or business of the time 
were the conquerors when used in play with 
other representative faces. 

William Andrew Chatto mentions the fact 
that in the museum of the Royal Asiatic Soci- 
ety there are three packs of Hindustanee cards. 
The story told by Captain D. Cromline Smith 
is to the effect that a high-caste Brahmin stated 
that one of these packs was more than a thou- 
sand years old. The material of which they were 
formed appears to be a sort of canvas, so stiff- 
ened with varnish that each single card seems 
as made of wood. And we have the testimony 
of Distachi, who passed several years in Hin- 
dustan and Arabia, that he heard performers at 
the incarnation of Vishnu repeatedly declare 
that, before the tenth century, cards indicative 
of rulers, and bearing devices emblematical of 
their demands, were invented to inform the peo- ' 
pie of their destiny. 

The Hon. Daines Harrington says the ear- 
liest mention of cards in England is in Mr. 
Anstis' "History of the Garter," in which he 
cites the following passage from the wardrobe 
rolls in the sixth year of Edward I., 1278: 
"Waltero Sturton, ad opus regis ad ludendum 
ad quatuor regis, 8s. 5d.," — a charge for play- 
ing-cards. 

were introduced into Germany about 
I the year 1300; but the Chinese and Syrians 



4 AMERICAN WHIST. 

had used them long before, and the Persians 
were familiar with them more than a century 
previous to their introduction into northern 
Europe. What were styled Tarocco cards were 
of still earlier date. This game called for a 
twofold series of figures and images strangely 
resolved in representation to number and fac- 
tors divisible by 7, and in the formation of the 
pack, composed of JJ cards, the combinations 
were of sevens. The game of Trappola was un- 
derstood in the southern provinces of France in 
1 36 1, and that of Piquet was invented in the 
reign of Charles VII., in 1456. The French, 
and not the English nation or players, have 
been most prominent m illustrating the historic 
account of the origin, continuation, or consum- 
mation of play of special games or use of play- 
ing-cards. The disposition of the cards in 
the pack, corresponding to those now in use, 
was planned in the reign of Charles VII. It 
was four and a half centuries ago (in 1429) 
that Joan of Arc rendered signal service to the 
French ; and as a tribute to her memory the 
queen of spades was named Pallas, goddess of 
war and wisdom. The king of spades bore the 
name of David ; of clubs, Alexander ; of hearts, 
Charlemagne ; of diamonds, Caesar. The knave 
of spades was Ogier ; of clubs, Lancelot ; of 
hearts La Hire ; and of diamonds. Hector. The 
queen of clubs was Argine ; of hearts, Judic ; of 



THE HISTORY AND PROGRESS OF CARDS. 5 

diamonds, Rachel. Argine is the anagram of 
Regina, and represented Mary of Anjou; Rachel 
stood for Agnes Sorel, the lady of beauty, and 
Judith for Isabel of Bavaria. In the original 
Spanish cards there was no queen, but instead, 
an attendant upon the king, and Prentkoff states 
that such was the plan of exclusion upon those 
formerly used in Germany. Mr. Carl Montague 
asserts that cards bearing figures of individuals 
in high respect were current in Germany soon 
after the fourteenth century, a change effected 
in the original manner of printing. Mr. Edward 
Mallorn gives his opinion that the Syrians in- 
vented the plan of putting upon an oblong piece 
of stiff paper certain representations of favorites, 
which were used for games and reckoned at cer- 
tain values. From this practice, he thinks, came 
cards as used by Europeans who would make 
French heroines prominent. 

The game of la triomphe in France, or " tri- 
umph " or " trump " in England, was played in 
the sixteenth century : the same game with trionfi 
played by Neapolitans. " Ruff and honours," 
either an amended game or possessing similarity, 
followed in the seventeenth century, and out of 
it a game termed " whisk and swabbers " was 
formed. The assumed wisdom of many persons 
who have written about cards, when brought to 
bear upon the history of this game, exploded 
usually in paragraphs of doubt ; e, g,y " Consid- 



6 AMERICAN WHIST 

crable ingenuity has been bestowea in attempts 
to investigate," etc., etc., " but," etc., etc. And 
there an end. 

A Mr. Buchan figures at great length as one 
of these informers who does not inform. It 
is difficult, therefore, to prove relationship, or 
even to trace likenesses and give reason for 
their existence, between "ruff and honours" 
and "whisk and swabbers." 

De Cameron asserts that "if the word 'whist' 
was ever used, as Cotton intimates, in connection 
with the game of 'whisk,* for the purpose of 
giving a silent aspect to a portion of the play, 
still it could not have been recognized as the title 
of the game, because * whisk ' was always writ- 
ten during the entire first quarter of the eigh- 
teenth century." 

It would seem as if Whist was afterward dis- 
severed from "whisk," the noisy game giving 
place to the quiet one. "Whisk," says Dele- 
maine, "was a game in which the board was 
cleared of cards or of an extraordinary stake, as 
swabbers cleared or cleansed the deck of a ves- 
sel." 

The summing up of testimony regarding the 
play is that " ruff and honours," by some called 
" slamm," was originally played with forty-eight 
cards, the deuces left out for stock, and after- 
ward exchanged for rejected cards ; the honours 
were the four highest cards, and the call of hon- 



I 



THE HISTORY AND PROGRESS OF CARDS. J J 

ours held was made ; the rank of the cards was I 
the same as now, and the trump card of any ( 
size would win the best card of a suit. The 
" swabbers " were the four privileged cards : the 
ace of hearts, knave of clubs, and ace and deuce 
of trumps (the discarded deuce having been ex- ] 
changed for a rejected stock card). These cards ' 
received the name of "swabbers" because the | 
player who held one or more of them was en- 
titled to sweep off all or a share of the stakes 
independent of the general result. 

The manufacture of cards in England did not 
reach a period of note until the reign of Queen 
Anne, 1702, at which time forty thousand reams 
of paper were imported for the purpose of being 
made into playing-cards. Very wonderful have 
been the changes in form and purpose through 
which fac-similes and representations, crude and 
original among the ancient dates, have passed. 

The monopolist of card-making in New York, 
issuing his carloads of pasteboard figures per 
dietn, cares little for the time when commonest 
canvas served as the background for rough ex- 
hibit ; and we who handle the delicate wares of 
Dougherty's mantifacture confess to greater 
satisfaction in reading what the cards teach as 
they fall in regular order at the whist table, 
than in settling points that were taken several 
centuries before America was discovered. 

It may be proper to state that the purposes | 



8 AJfERICAN WHIST. 

for which cards were invented seem to have 
been to afford information and amusement, and 
the purposes by which they have been debased 
seem to have been planned by Christian Europe, 
and not by heathen Hindustan ; as practised by 
some players in enlightened America, one game 
with them is free from taint, working no dis- 
credit to the benighted nation by whose inven- 
tive genius they had life. 



THE HISTORY OF MODERN WHIST. 

Whist as a game of principles entirely super- 
seded all games of cards when, in 1728, Lord 
Folkestone became its champion at the Crown 
Coffee House in London. He was not only the 
reviser of the ancient mode of play, but the au- 
thor and inventor of the .modem game. Before 
his time the play of " whisk and swabbers " was 
as inutile and unrefined as the railroad whist of 
to-day. Laugh and talk and pounding down of 
the cards were its accompaniments. He deter- 
mined to make of it a game of respectability, to 
plan its method, and to give it laws. Dr. Dakin 
says of him, "He was a startling contrast to 
Cotton and Curll and Seymour and Irnay, and, I 
may add, to Hoyle, who was one of the game- 
sters ; for not one of these cared for the quality 
of a game, but only for the money that any game 
caused to leap from the pockets of the unwary." 

Lord Folkestone revolutionized theory and 
practice in play. He took back the excluded 
deuces, assigned the cards their proper rank, 
introduced the naming of the odd card, directed 
the original lead from the strongest suit, re- 
quired consideration of the partner's hand, ad- 



i 



lO AMERICAN WHIST, 

vised attention to the score, and christened his 
new game the " game of silence." When all this 
had been done, and the Folkestone party — edu- 
cated men who saw the necessity of a finished 
game for mental recreation — had established 
the superior order of things, the better class of 
players took interest in the matter; the old 
games of whisk, piquet, ombre, and quadrille 
went out, and the new game of whist came in. 

" It seems a wondrous pity," says Delaroche, 
" that the good example set by Folkestone did 
not become a perpetuity. I cannot find that 
money was at any time used as an incentive to 
the play. At any rate, as there were plenty of 
short games for the gamesters, this noble one 
should not have been debased." 

Edmond Hoyle, who for many years had been 
an adept in sports and games, obtained, as it was 
most easy to do, the information which the spe- 
cial Crown Coffee House players were ready to 
impart, and gave currency to the improved plans 
in a short treatise published in 1742. Hoyle's 
business was to make money out of whist, and 
he designed an "artificial memory," as he 
termed a certain secret plan, for imparting which 
he charged a guinea. It consisted of " sticking 
little cards " of some suits among cards of other 
suits, or to the left of the trumps, or to the right 
of the partner's suit, or almost anywhere, in order 
to assist the memory in remembering something. 



r 



THE HISTORY OF MODERN WHIST. II 

The plan was as practical as one which would 
lead a book-keeper to interpoiate little sums 
among Brown's and Robinson's credits, that he 
might recollect when Smith and White paid 
their accounts. 

Hoyle was probably never an associate of the 
Folkestone party, but he did prove to be in a cer- 
tain degree a medium for the spread of their 
doctrine. He was a conspicuous character, 
mainly instrumental in calculation of the odds, 
and famous in his time for information concern- 
ing each and every amusement by participation 
in which money could be realized. His name 
has been a power among the gamesters ; he was 
their patron saint, and, in his name, games in- 
vented since his death are published under the 
same cover with his treatise in exienso. 

Mathews, whose pamphlet followed Paine' s, and 
who was the founder of the law that allowed 
the trump card to be called if left on the table 
after the first round, says that Hoyle, "so far 
from being able to teach the game, was not fit 
to sit down even with the third-class players of 
the present day." 

The whist of Folkestone, or, as we are given 

to saying, of Hoyle, was the whist of Charles 

\ Lamb's time. In his "Elia" he immortalizes 

I- Mrs. Battle, a fine player, whose motto was "a 

Iclear fire, a clean hearth, and the rigor of the 



12 AMERICAN WHIST. 

game." It was the whist of more than a cen- 
tury, and the great minds of France and Eng- 
land took delight in it. But the man was at 
hand who should create a system of finesse, 
and present a theory which, having small re- 
spect for tradition, was to revolutionize the 
whist of Europe, and whose practice was to dis- 
tance that of all the players of the past and of 
his own time. "We were forced to recognize," 
says James Clay, "a wide difference between 
this system and our own, and the French game 
became the scorn and horror of the old school, 
which went gradually to its grave with an un- 
changed faith, and in the firm belief that the 
invaders with their rash trump-leading were all 
mad, and that their great master, Deschapelles, 
the finest whist-player beyond all comparison 
the world has ever seen, was a dangerous luna- 
tic." 

This very wonderful man, who had been a 
rapid learner of chess, intuitively understanding 
the combinations so that he won from the most 
celebrated players, abandoned the game which, 
he said, had " much merit as a trial of skill, but 
the forces are alike," to become the greatest 
practical exponent of the game whose forces are 
changed whenever an attack is to be made, and 
whose defenses are never seen or known until 
the battle has begun. 

Early in the present century the great player 



THE UISTOKY OF MODERN WHIST. 13 

Deschapelles introduced his wonderful play to 
the Parisian clubs, — far the most original and 
brilliant ever known. The fine "coups," as 
may be known by the French term for his start- 
ling acts, were of his invention ; hut the record 
of play not being kept, the many instances of 
victory achieved by the aid of his foresight and 
practice of strange ways are lost to us. The 
shrewdest management of Clay is traceable to 
the teaching of Deschapelles. The "grand coup" 
that consists of throwing away a useless trump 
to gain a trick upon the forced play of right- 
hand opponent, and the so-called "Deschapelles 
coup," made by the lead of a high card at the 
head of many, to be lost to the adversary that 
the play may be forced up to the leader's part- 
ner, are the two distinguishing memories of his 
genius. Of the "grand coup" Clay says: "Every 
one who has played whist much must have ob- 
served the not infrequent occasions when a 
player has found himself in the last three cards 
of the hand with a trump too many. He has 
been obliged to trump his partner's trick, to 
take the lead himself, and to lead from his ten- 
ace, instead of being led to, by which a trick is 
lost. The triumph of the great whist-player is 
to foresee this position, and to take an opportu- 
nity of getting rid of this inconvenient trump, — 
which may be done either by under-trumping 
the adversary when you cannot over-trump him. 




14 AMERICAN WHIST. 

or by trumping your partner's trick when you 
hold a losing card, with which you know you 
can again give him the lead if you wish to do so. 
I haye known Deschapelles, and not infrequently, 
to foresee this difficulty, and to defend himself 
against it many tricks before it was established 
or at all apparent to any one else." 

Deschapelles was the inventor of modes of 
finesse, for the play of which he was specially 
noted. His bold trump-leading in order that 
he might obtain advantages that he saw in the 
proper after-play of the cards that he held, as- 
tonished the calm Englishman, who, as Clay 
states, "thought him an inspired madman." 
These many coups of his peculiar leads for 
problematical results are practised, of course, 
but not, as it would seem, as brilliantly as by 
him, for he kept the clubs in a fever by his con- 
stant successes. He had the faculty of reading 
the cards that fell, as also of placing those that 
remained, and was reported as always torment- 
ing second-hand, while his own second-hand 
play was admirable. His game was Long Whist 
without the trump-call or the echo, and the 
designated leads of high cards were not then 
arranged for informatory purposes. He was the 
most wonderful of the whist-players, and the 
applause of all bystanders at the close of his 
well-conducted game was not infrequent. 

Deschapelles issued a pamphlet, — "Traits du 



THE msTORV OF MODERN WHIST. 15 

Whist," but it did not record his own achieve- 
ments, and was merely a hst of laws and direc- 
tions, with explanations of their intent It is 
the nucleus, however, of all the laws that regu- 
late the English game of whist, John Loraine 
Baldwin having taken most of them bodily, and 
all of them inferentially, from the published 
code of Deschapelles. 

About thirty years ago, " a knot of young men 
at Cambridge, England, of considerable ability, 
who had at first taken up whist for amusement, 
found it to offer such a field for intellectual 
study that they continued its practice more sys- 
tematically, with a view to its complete scien- 
tific investigation." In 1862, Mr. Henry Jones, 
a member of this coterie, under the nom de 
plume of "Cavendish," published a little book, 
containing principles and notes and reasons for 
authorized play, and introduced a selection of 
hands played through, illustrative of the orders 
given in the letter-press. In 1864, the laws of 
Short Whist, adopted by the Arlington Club of 
London, were pubUshed as the introduction to a 
"Treatise of the Game, by J. C," the initials 
of the renowned English player, James Clay. 
i These laws have remained without change, and 
govern the English game of to-day. 

It is nearly a century since the game that is 



1 6 AMERICAN WHIST. 

now played in England, and followed or imitated 
by clubs elsewhere, known as " Short Whist," 
was inaugurated. The game of Whist was in 
value of count ten points, to be gained by tricks 
taken and honours held. From the " Treatise " 
of J. C. we learn why this manner of count was 
changed by the English clubs. " Lord Peter- 
borough having one night lost a large sum of 
money, the friends with whom he was playing 
proposed to make the game five points instead 
of ten, in order to give the loser a chance, at a 
quicker game, of recovering his loss. The new 
game was found to be so lively, and money 
changed hands with such increased rapidity, 
that these gentlemen and their friends, all of 
them leading members of the clubs of the day, 
continued to play it." We are not informed 
how Lord Peterborough personally was pleased 
with the new game, since, because of the dimid- 
iating process, he might have been deprived of 
his guineas more speedily than before ; but it 
matters not. So that money changed hands 
rapidly, the Englishmen were delighted. The 
reduction in the manner of count in no wise 
interferes with the original ideas concerning the 
game ; it only hinders the players from the op- 
portunity of carrying them out. 

Long Whist was played in America according 
to the old method, honours counting, until the 



f 

I 

I 



THE HISTORY OF MODERN WHIST. 1/ 

ddle of this century. In the fall of 1857, 
len the Ohio Life and Trust Company of 
Cincinnati made one of the first of the many 
disastrous failures of the decade, a party of gen- 
tlemen at the Tremont House, Chicago, solaced 
their grief for ill-fortune by a game of whist, 
The play became very interesting, and lasted 
many hours. For the first time within the 
writer's knowledge honours were not counted ; 
and after that date the players made the game 
of seven points the game of Long Whist, 

About ten years ago, a small club was formed 
in Boston, whose members, having great respect 
for the creed of the Folkestone Circle, deter- 
mined to study whist to the promotion of a like 
purpose, the glory of the game. Study con- 
vinced them not only that it was necessary for 
the development of the power of the cards that 
all of them should be played, but that it was not 
essential to shorten the game by giving points 
to cards which did not make tricks. They 
adopted James Clay's golden maxim, " It is of 
more importance to inform your partner than to 
deceive your adversary ; " and his precept, " The 
best whist-player is he who plays the game in 
the most simple and intelligible way." They 
believed that the laws for that player should be 
simple and intelligible, and framed a code of 
distinguished difference from the voluminous 
one that regulates the English play. Their 



I 



t6 AAfEHICAl/ WHIST. 

method was at once prepared for assimilation 
with and acceptance of improvements and in- 
ventions which were somewhat rapidly to follow 
each other, and which were destined to be of 
the first importance to the permanency and 
credit of the game. The discard from the strong 
suit upon the opponent's trump play, the lead of 
the penultimate, and the echo of the call had 
been incorporated into the play of both Long 
and Short Whist ; but it was after the introduc- 
tion of the amended and revised game, in prac- 
tice in this country, to which these students 
gave the name of American Whist, that the lead 
of ace, then king, if no more of the suit are 
held ; of king, then knave from the four hon- 
ours ; and of the 9, when king and knave, and 
not ace or queen, are in hand, were adopted as 
standard plays in the best ordered game. 

The improvement upon the order for the echo 
of the call ; the refusal by second-hand to play 
queen on knave led ; the invention of the signal 
by the rank of a card thrown ; the application of 
a trump signal after trump exhaustion, to inform 
partner of the quality of suit in hand ; and the 
absolute denial of an original singleton lead, are 
all American in theory and practice. 

The plain suit echo is a part of the system 
inaugurated by the introduction of American 
Leads. The law of unblocking dates back a 
century and a half, but its practice in detail in 



The HisTOkY of modern^ whist, 19 

conformity with specified leads was shown by 
Cavendish in his book upon the new invention 
entitled "Whist Developments." Some of his 
labor is lost, however, by the introduction, of still 
more recent date, of the new order of lead and 
follow, which has received the name of the 
" New Play." 

" American Leads " are the invention of N. B. 
Trist, Esq., of New Orleans, La. 

The " New Play " is full of discoveries, of im- 
provements upon former plans, and for them 
fine players of Europe and America wear the 
laurel. 

The recent radical changes applied to practi- 
cal play render obsolete many of the former 
modes of management of cards, but they are in 
conformity with the principle and are a welcome 
addition to the practice of American Whist. 



MEMORANDA. 

In 1728, the first Lord Folkestone and his 
friends at the Crown Coflfee House in London 
devised a code of regulations for the play of the 
new game of Whist. Upon the foundation laid 
by these gentlemen the present superstructure 
has been builded. 

In 1837, M. Deschapelles of France con- 
structed a theory of finesse and follow, and gave 
laws for the management of the game as prac- 
tised by the Parisian clubs. 

In 1864, the Arlington Club (now "The 
Turf ") of London officially accepted selections 
made from the Deschapelles rules, and named 
them the " Laws of Short Whist." 

In 1878, the Berkeleys of Boston framed a 
series of orders to govern the revision of Long 
Whist, and called the new play the American 
game. 

In 1889, the Deschapelles Club of Boston 
adopted a completed code of laws for the govern- 
ment of American Whist. 



LAWS OF AMERICAN WHIST. 

1. Four persons out of any number, by agree- 
ment, or by cutting or drawing lower cards than 
the rest, form a table. These four may agree 
upon partnership, or may cut to decide how they 
shall play. In cutting, the ace is low. 

2. The first dealer is he who of the four play, 
ers has cut or drawn the lowest card. The 
player on* his left shuffles the pack chosen by 
the dealer, and the player on his right cuts, not 
leaving less than four cards in each packet. 
The cut, when both packets are on the table, is 
the packet nearest the centre of the table. The 
trump card, which is the under card of the cut, 
must not be known until it is turned by the 
dealer. If by accident it should be seen, or 
if any other card is exposed when cutting, the 
pack must be cut again. While the deal is be- 
ing made, the dealer's partner shuffles the other 
pack for his own right-hand opponent, who is 
next to deal. 

3. Either pack may be shuffled by any one of 
three players while the other pack is being 
dealt ; but as a rule, the cards having been shuf- 
fled at the beginning by any of the players will 
not again be 3huffled except as by Law 2, Whepi 



22 AMERICAN WHIST. 

shuffled, the pack must be placed at the left 
hand of the next dealer. 

4. The deal is lost if thirteen cards are not, in 
regular succession, beginning at the dealer's left, 
thrown before each player, if a card is exposed 
while dealing, or if the last card is not turned 
up at the dealer's right hand. 

5. The cards dealt must not be gathered until 
the trump card is turned. 

6. The trump card shall remain upon the 
table at the right hand of the dealer until three 
players shall have played, but not after the 
second round. The trick need not be turned to 
constitute a round. 

7. Each player upon taking up his cards 
should count them. If he has not exactly thir- 
teen, that is the time to report the misdeal, be- 
fore a card is played. If at the close of a hand 
a player is known to have held more or less 
than his proper number of cards during the 
play, his side loses a point and cannot score. 
If both his opponents have their proper number, 
they may score, if by tricks entitled to do so. 

8. No conversation can take place during the 
play. Whist is the game of silence. Talk- 
ing must cease when the first leader throws his 
card ; silence must continue until the last earn of 
the hand is played. No word or act that gives 
information concerning the play or situation of 
any card by a player to either player or by- 



LA WS OF AMERICAN WHIST. 23 

stander is allowable between the turning of the 
trump and the finish of the last round of the 
hand. 

g, A card that belongs in the hand must not 
be drawn from it until it is time for the holder 
to throw it as his lead or upon a trick. Cards 
played must be thrown toward the centre of the 
table. Each one should be seen by each player 
as it falls. A player may move them, how- 
ever, in order to see every one, but not after 
they are gathered, and no motion is allowable 
that identifies the player of any card. 

10. If a player throws two or more cards 
at once, or exposes a card unless to play it, or 
plays out of turn, the card or cards so exposed 
or thrown are taken into the hand, and for each 
offending card he suffers the penalty of Law 15. 
A card in a player's hand seen by another player 
is an exposed card. 

I r. Every trick taken must be gathered and 
turned before the play of the following round is 
completed. When a trick is turned it cannot 
again be seen until the hand is played. 

12. The cards are played for all the points 
that can be made, and the number of points 
made by each player may be kept upon the 
counters or score cards. When the game won 
is announced, the counters or score cards must 
be set at o before the next deal is made. A 
game consists of seven points, or as many more 



' 
^ 




i4 AMERICAN wmsT. 

as may be made by the hand in which seven is 
reckoned or reached. Each trick beyond six 
made in the play of each hand counts one point. 
A rubber is two games won out of three played, 
or two games successively won. A rubber 
game is the decisive game of three. 

13. Every hand must be played out unless, 
the game being decided to the satisfaction of 
the losers, the cards are thrown down by one or 
both. If the cards are so thrown down, the 
game is at once counted against them, and a 
point taken by the winners for each card in any 
one hand. 

14. The announcement of the score must be 
made while the cards are in trick packets. The 
score of the game must be called and counted 
before the cards for the next deal are cut, but 
the registry of the game on the club book may 
be made at any time during the deal. 

15. Penalties should always be enforced. A 
penalty cannot be taken during the play, but 
must be claimed and scored before the cards 
are cut for the next deal. The cut is not volun- 
tary, but is made by invitation of the dealer. 
The penalty for the infringement of any law 
is the deduction of one point from the score of 
the offender, or the addition of one point to the 
score of the claimant, as the adversaries upon 
consultation, or either of them by permission of 
the other, shall elect. 




I 



5. A revoke i 
card of a different suit while holding a card of 
the suit that is led. If a player, having thrown 
a card that would cause a revoke, can substitute 
the proper card for that thrown before the trick 
is turned, he may do so, and suffer the penalty 
of Law IS for having at first thrown a wrong 
card. If in the mean time other cards have 
been played, any or all of them can be recalled. 

17. A revoke is established if the trick in 
which it occurs be turned and quitted, or if 
either the revoking player or his partner, 
whether in his turn or otherwise, leads or plays 
to a following trick. 

iS. If a player revoke, his partner must share 
with him the fault and penalty, — which is three 
tricks taken from them, or three points taken 
from their score, or three added to their ad- 
versaries' score, at such adversaries' will ; the 
revoke to be decided, by the examination of the 
cards, if need be, at the close of the hand. 
.Either party may make such examination for 
Jany purpose. No score that wins the game can 
be made by the revoking party. 



RULES OF THE CARD-ROOMS OF THE 
DESCHAPELLES CLUB. 

1. The order of the game is silence. No 
conversation is allowed while play is in prog- 
ress. 

2. " Bystander " is the term applied to each 
person in the room who is not engaged in play. 

3. A bystander, by permission of the players, 
may look over one hand while it is being played 
and converse with a player during the deaL 

4. A bystander may report to the Committee 
on Whist Regulations any impropriety in play. 

5. A bystander has no other privilege, and if 
he transgresses courtesy by remark or interrup- 
tion that attracts the attention of a player, he 
is responsible for causing that player to lose a 
point. 



DESCHAPELLES CLUB RULES. 

1. The authority of the only card game to be 
played in the rooms of the club is American 
Whist Illustrated. 

2. " During the deal " is the term applied to 
the time between the taking of the last trick 
of a hand and the turning of the next trump- 
card. Silence, however, among the players is 
not a demand until the first card of a hand is 
thrown. 

3. A player " during the deal " may converse 
with whomsoever in the room he pleases, and if 
he is engaged in conversation when the leader 
is ready to play, the leader will consider the cir- 
cumstances, and before he throws his card will 
give the warning, "Ready/* 

4. If, during the play at one table, conversa- 
tion during the deal is held at another table, 
courtesy requires that no interruption be caused 
to the game in progress. Violation of etiquette 
is violation of rule. 

5. Players may agree as to which partner in 
any hand may gather the tricks, but it is rulable 
that the first trick made should be gathered and 
turned by the partner of the winner, who places 
it upon his left hand and adds to it in order the 



28 AMERICAN WHIST. 

tricks subsequently taken by his partner and 
himself in that hand. 

6. Players having the counters or score-cards 
in charge will see to it, not only that they are 
correctly kept, but that they are in proper place, 
always at their right hand, in sight of all, and 
that after a game is played and announced they 
represent " no score " before the next deal is 
made. 

7. Three members, who shall constitute the 
Committee on Whist Regulations, shall be chosen 
at the annual meeting by the whist players. If 
deviation from the order of leads is made upon 
his original lead by any player, such play may 
be reported to this committee by any of the 
players or by any bystander. If the reasons 
given by such player for making such lead are 
unsatisfactory to the committee, he shall be in- 
formed that his play was incorrect. Upon a 
repetition of such play the committee shall notify 
the club that any other player may properly 
decline to play at the same table with the of- 
fender. The decision of this committee in all 
cases of appeal shall be final. 

8. Match games may be played by the club 
players with each other or with other players of 
the American game, the number of rubbers 
being specified, and the points made by each 
party kept. See Law 1 2. 



DESCHAPELLES CLUB RULES, 29 

The members of the club respect the unwrit- 
ten law that the dignity of their game permits 
no wager. At its conclusion, the play of a hand 
may be talked over and analyzed, to the advan- 
tage of the players. Good play will be approved 
and poor play criticised. No exultation because 
of success, or regret because of defeat, will be 
manifested. High cards will take low cards. It 
is not a credit to hold the best, nor a discredit 
to hold the lowest. Hands may be well played 
and be beaten by hands that are badly played. 
Censure is deserved by those who do not man- 
age well the cards that are held. Credit belongs 
to those who practise the best manner ot play. 
The use of knowledge applied to the game, and 
not the use of fortune applied to the score, pro- 
claims the player. 



AMERICAN WBtST. 



TABLE OF ORIGINAL LEADS OF THE 
HIGH CARDS. 



«ad ace from — 


Lead qoeen from -^ 
Ace, L, qn., and othets. 


.\<x, k, qu- 


Ace, L.kn-, and two ot more. 


K.,qn,.o^>adthFee. 


Ace, k., 10, 9, and more. 


K, qo, \a, uid two. 


Ace, k., and three. 


IC, qu, 9, and two. 


Ace, k. 


K.. q.,, ^ three. 


Ace, qu., kn., lo. 


Qa,, kn.. 10, 9. 


Ace, qu., kn.. and more. 


Qu.. kn., \o, and ooe Or more. 


Ace, qu., kn. 




Ace, qu, lo. 9. 


Q«,k^;^\ 


Ace, qu., 10, or 9 and mote. 


Qu.. kiu and three. 


Ace, qu, and three. 


Qu. k., . and two bdow 7. 


Ace, qu., and one. 


Qu, kn., and one. 


Ace, kn., 10. 9. 


■ ,'u. tn. 


Ace, kn, 10, and others. 


I'l^. and two. 


Ace, kn., 9, or 8 and others. 


Lead knave from — 


Ace, kn., and three. 


Ace, k, qu, kn, ic^ 9. 


Ace, to, 9, 8, and more. 


Ace, k, qu.. kn, and more. 


Ace, la and three. 


K, qu, kn, and two. 


Ace and four. 


K., kn., 10, and more (in tr.}. 


^ad king from — 


Kn,io,9,8. 


Ace, k., qu, kn. 


Kn, to, 9; or more. 


Ace, k, qu, and one. 


Kn., 10, and two below 7. 


Ace, k., kn., and one. 


Kn. and two. 


Ace, k, and one or two. 

IC qu., kn, la 

K.. qu.. kn., and one. 

K., qu, kn. 

K, qu., 10, and one. 

K., qu., 9, and one. 


Lead 10 from — 


Ace, k, qu., kn, 10 (kn. in 

K., qu, kn., 10, and more. 
K., kn., 10, and others. 


K., qu, and one. 


Lead 9 from — 


K,qu. 


K., kn, 9, with or without 


K., kn, and one. 


others, except ace and qu. 



The leads from any number of cards less than four 
may be forced original leads from any player other 
than the original leader. See pages 31 to 66. See 
also pages 116 and 124. 



ORIGINAL LEADS.^ 

When the term " fourth best " or " fourth " 
is used, the word " original " is understood. 

FROM SUITS HEADED BY THE ACE. 

Holding ace, k., qu., kn., 10, 0, with or with- 
out others, — lead kn., follow with lo. Partner 
will not trump kn., originally led. 

The sexieme sequence has its special lead. 
When next instead of k. or qu. the lo is played, 
the holding is proclaimed. In trumps, lead lo, 
follow with 9, then ace. 

Ace, k., qu., kn., 10, — lead lo. Partner will 
not trump this original lead. Follow with ace 
and the intermediate cards are proclaimed, be- 
cause it is shown that ace is not held up, and 
that the lead was not from k., kn., lo. This 
combination is the only one requiring the orig- 
inal lead of fifth best. In trumps, lead kn., 
then ID, then ace. 

Ace, k., qu., kn., and others, — lead kn., fol 

* See American LeadSfi^, 105, and 751^ New Play^"^, 125. See 
also Objections^ p. 62. 



32 AMERICAN WHIST. 

low with qu. if holding three lower, with k. if 
two lower. Formerly k. was led. 

Aoe, k., gu., kn., and one small, — lead kn., 
follow with ace. 

All the above are leads of the "new play." 
They do not come under the head of the techni- 
cal "American leads," because those relate ex- 
pressly to three special situations ; but these 
leads and others of recent invention as well as 
the conventional leads are valuable in the new 
system. In fact, the very recently adopted 
leads of the " new play " furnish the clearer 
e\'idence of numerical force. In this analysis 
of the various leads mention will occasionally be 
made of their belonging to either the Ameri- 
can leads or the new play. Formerly the k. 
would have been led originally from every one 
of the above holdings. The new leads are tn- 
formatory concerning the rest of the hand. In 
the sexieme and quint sequences the leads and 
follows are peculiar because the combination is 
phenomenal. In the quart sequences the lead 
of the kn. is preferable to the k. lead, since the 
following play informs of numerical strength. 
Formerly the holding of five cards was not pro- 
claimed ; now five, or six, or seven can be shown. 

Aoe, k., qu., kn., — lead k., follow with kn. 
Ace and qu. only can remain. See K., qu., kn., 
and one. 



OBIGINAL LEADS. 



33 



[Aoe, k., gu,, and others, — lead qu., follow 
with k. if three or more small, with ace if but 
two. Formerly k. was led. 



Aoe, k., ga, and one 

In trumps, lead qu., then ace. 



Aoe, k., qu., — lead ace, then 
The leader can have no more. 



-lead k., then 



then qu. 



I 



Aoe, k, fcn., and two or more, — lead ace 
then k. By the new play, ace when not in 
tierce sequence is led if five or more are heid. 
Formerly k. was led. In trumps, lead k., dis- 
tinguishing by second lead of ace the suit from 
that of k., qu., lO, and three. 

Aoe, k, kn., and one more, — lead k. For 
the second lead it is proper to open another suit 
and wait for knave finesse. In trumps, if three 
roimds must be had, lead k, then ace, then kn., 
or small, according to the fall of the cards. The 
trump lead from ace, k., under several combina- 
tions is required by the rank of the cards to be 
uniform, but the continuous play determines 
situation. 



Ace, k., 10, 9, and others, — lead ace, then 
k, or follow with trump if strong. In trumps, 
1 k and wait return. 



AMERrcAU WHiST. 



M 

Ace, k., and three or more, — lead ace, then 
k. This is the new play ; formerly k. was led. 
The advantage lies in the announcement of a 
greater number than four of the suit. In 
trumps, if three rounds are not imperative, lead 
fourth best unless with seven in all when lead 
ace, then k. 

Ace, k., and one or two more, — lead k., then 
ace. It is always better to open a suit of four 
than any one of three cards. In trumps with 
four, lead the small card, if but three lead k., 
then ace, then small. 

Aoe, k., — lead ace, follow at once with k. 
This lead when made originally informs partner 
that no more of the suit is in hand, that no com- 
manding suit is held, that the leader cannot 
have five trumps or four of strength. Partner 
holding qu. of the suit can probably make it, or 
holding low cards of the suit need not hesitate 
to play them if he desires that they be trumped. 
The fall of the cards and partner's hand will de- 
termine for him that no more of the suit can be 
held by the leader. In trumps the lead tells of 
a good plain suit, one of which at once follows. 



1 



Aoe, qu., kn., 10, with or withoat others, — 
lead ace then lo. The afterplay of qu. 
determines the number held. The system 



r kn. I 




I 



ORIGINAL LEADS. 35 

American Leads and the new play informs by 
direct means. It does not allow to denote num- 
ber the skip of a card and a descending scale. 
You play ace then 10 the fourth best, and you 
hold qu. and kn. You cannot play ace then kn. 
then 10, holding qu., to designate anything. 
The new system is logical and respects the 
mathematical rank of the cards. 

Aoe, qu., kn,, and two or more, — lead ace 
then kn., showing qu. and denying k. 

Aoe, qu., kn., and one more, — ■ lead ace then 
qu., showing kn. 

Aoe, qu., 10, 9, with or without others, — 
lead ace then g. The lead of the g, although 
fourth best, would be incorrect, because the 9 
should never be led originally unless to des- 
ignate the holding of k. and kn. See K. Be- 
sides it would be weak play, for if the k. in 
opponent's hand will make after the ace is led, 
it certainly can make if the ace is not led. 

Aoe, qu., 10 or 9, and three small, — lead ace 
then fourth.^ The lead of ace in trumps as- 
sumes a small card turned. If kn. is turned on 
the right, lead qu. The rank of the trump card 

Lfads. See ^^n IrrigtUnr Ltads,\<. 211, and Ua- 
blixting, p. 86. 



36 AMERICAI^ WHIST, 

and its situation are always to be considered in 
trump leads and trump play. 

Ace, qu., and three small, — lead ace, then 
fourth. 

Ace, qu., and two, — lead lowest, retaining 
tenace. This is a good original lead, especially 
if the small card is not below the 7. Players 
declining to lead from this combination, in the 
hope that the suit may be led up, are liable to 
disappointment, since the opponent must hold 
four to make such lead advisable. Partner, un- 
less holding k. and three, will not probably lead 
the suit. If he does hold k., the original lead 
of small one he will take ; if he does not, the k. 
is as liable to be on the left as on the right of 
the leader. 

Ace, qu., and one more, — lead ace, then qu. 
If opponent holds k., partner is liable to hold 
kn. If both honours are against, qu. cannot 
make. From this combination or from any 
other of three cards in plain suit, except an ace 
tierce sequence, the original lead should not be 
made. There must always be a suit of four, 
and although it be of small cards, the lowest 
card of it is the better lead. 

Aoe, kn., 10, 9, with or without others, — 
lead ace, then 9. 



ORIGINAL LEADS. 37 

Aoe, kn., 10, and others, — lead ace, then 
fourth, unless k. or qu. fall, in which case follow 
with 10. 

Aoe, kn., 9 or 8, and others, — lead ace, then 
fourth. 

Aoe, kn., and three small, — lead ace, then 
fourth. 

Ace, kn., and two small, — lead lowest, hold- 
ing the tenace. 

Aoe, kn., and one more, — see Irregular Leads^ 
p. 212; also see p. 64. 

Aoe, 10, 9, 8, and others, — lead ace, then 8. 

Aoe, 10, 9, 8, — lead 8. 

Aoe, 10, and three others, — lead ace, then 
fourth. In trumps, lead fourth. 

Aoe, 10, and two, — lead lowest. See .^4^^ 
and three. 

Aoe, 10, and one. There is seldom occasion 
for original lead from this combination. The 
other suits may be exhausted, however, before 
the player holding it has his opporturvitY ot 



38 AMERICAN WHIST. 

lead. Judgment must decide upon the play of 
ace or lowest. 

Ace, 9, 8, 7, — lead 7. 

Ace and four, — lead ace, then fourth. 

Ace and three, — lead the low card, unless 
the low card is the 2, in which case ace may 
be led, then 2, there can be but two more. The 
Parisians lead ace at head of four. The distinc- 
tion is made in American play, and the deuce is 
not originally led as smallest card of a suit of 
four, if ace is held, in plain suits. 

Ace and two more, — generally lead ace. 
Partner is more liable, at the time that the play 
from this combination must be made, to be ben- 
efited rather than hurt by the lead of the high 
card. 

Ace only. This is the only singleton play al- 
lowable as an original lead. In trumps, it may 
be played at any time. 



The ace lead generally signifies the holding 
of five cards of the suit. 



40 



AMERICAt<r WHIST. 



KL, qu., 10, and two, — lead qu. By the 
new play, qu., the second of the sequence is led, 
designating five at least, of the suit. Formerly 
k. was led. 

K., qu., 10, end one more, — lead k. 

K., qu., 9., and two or more, — lead qu. 

K., qu., 9, and one, — lead k. 

K., qu., and three or more, — lead qu. For- 
merly k. was led. 

K., qu., and two more, — lead k. 

K., qu., and one, — lead k., if the suit must 
be led. 



K., kn., 10, 9, with or without any or all 
lower cards, — lead g. 

K., kn., 10, with or without others, ezoept 
9, — lead lO. In trumps, lead kn., the Parisian 

lead, and strong. 

K., kn., 9, with or without any or all others 
except ace and qu., — lead g. In trumps, if 
lo is turned on the right, lead kn. 




FROM SUITS HEADED BY THE KING. 4 1 

K., kn., and any other three or more, — lead 
fourth. 



K., 10, and any other three or more, — lead 
fourth. 

K., and any four, — lead fourth. 

K., and any three, — lead lowest. 

K., and any two, — lead k. You may lead 
directly up to a major tenace, but in such case 
it is an even chance that partner holds kn. or 10. 

K., and one, — lead k. when a forced lead, 
and especially if declared the partner's suit. 

K. only is never led. 



The k. lead signifies the holding of four cards 
of the suit of which either ace or qu. is one. 




Holding qu., ko., 10, 9, with or without 

others, — lead qu., follow with g. The kn, and 
10 are shown. If the suit is continued, the play 
of lo shows at least two ; of kn., one more small. 

Qu., kn,, 10, and others, — lead qu., follow 
with lo if two; with kn., if one small. The qu, 
is the third card in rank, and not reckoned a 
trickmaker. Played as the head of a sequence, 
if a higher card falls, the kn. or lo is equally 
informatory. The error of leading the lowest 
of a qu. sequence is apparent. 

Qu., kn., 10, and one or no more, — lead 

qu., follow with kn. There can be but four 
cards at most in hand, and if four, one must be 
the 10. See Qu., hi., and two. 



Qu., kn., 10, — 




FROM SUITS HEADED BY THE QUEEN. 43 

Qu., kn., and two, the sniallest not lower 
' than the 7, — lead lowest, 

Qu., kn,, and two smEiIl, — lead qu., then 

lowest as possible chance for the kn. This lead 
from four cards is better than the lead of a small 
card that is liable to be taken by one lower than 
the kn. Only one trick in this suit is probable, 
and if the qn does not make, a high card is 
drawn and the kn. has its chance ; if the qu does 
make, the kn. may also make. The qu. at the 
head of many combinations may safely be led, 
because of its rank as third best card, able to 
draw those that are higher, and to demonstrate 
1^ the fall of the cards what remains in hand. 

Qu., kn., and one small, — lead qu., then kn. 

Qu., 10, 9, 8, with or without others, — lead 
LS) fourth best. American lead. 

QiL, and any other three or four, — lead 
fourth. 



Qu., and any other two or one, — lead qu, but 
only when a forced lead. A forced original lead 
from qu., and two or even one may be required 
in this manner ; several rounds may have been 
played before this leader has the lead. The qu. 
Kmay have been declared to be of the partner's 



44 AMERICAN WHIST. 

suit, or the fall of the cards may have denoted 
that any other play which the leader can make 
must injure j)artner's hand. 

The original lead of the qu. at the head of any 
three has sometimes been thought more availa- 
ble than the opening of a suit of four, especially 
if that suit is composed of low trumps. This is 
an error. The qu. so led is not, as has been 
said, a strengthening card, but, on the contrary, 
the lead is prejudicial to the partner's interest. 
He is deceived by such original lead and may 
properly give the leader a double tcnace which 
he does not care to open in another suit, and 
only three small trumps. If such is the leader's 
holding, he is justified in making the play, not 
otherwise. 

In estimating the propriety of a lead, the 
rank of the card must be taken into the account. 
A plain suit will seldom run three times. The 
ace and k. only can be considered master cards. 
From the qu. downward, neither ace nor k. being 
held, the power to capture tricks must depend 
upon bringing down those high cards and by the 
aid of trumps establishing the lower portion of 
the suit. If the qu. therefore leads a long suit, 
there is good reason for leading such head of se- 
quence. But if the qu. and two small cards are 
held and either card is led, the opponent may 
make every trick in the suit. The new play of 
qu. when k. and three others are held has given 



FROM SC//TS HEADED BY THE QUEEN, 45 

to the qu. a new power. Added to this, the new 
play of qu. representing five of a suit in other 
combinations requires that no original lead shall 
be made that may prove deceptive. It is better, 
therefore, to open another four suit if possible, 
in preference to qu., kn., and two small. If, 
however, it is the best original lead of the hand, 
the continuous play will decide why it was made. 

Qu. only is never led. 



The qu. lead generally signifies the holding 
of five of the suit. 




FROM KNAVE AT HEAD OF SUIT. 



Holding kn., 10, 9, 8, with or without 
others, — lead kn., then 8. 

Kn., 10, 9, and two more, — lead kn., then g. 

Kn., 10, 9, and one or no more, — lead kn., 
then ro. There can be but two more at most 
in hand, and one must be the 9. 



Kn., 10, and any two, — lead kn., then lowest, 
as the possible chance for the 10. 



Kn., 9, and two or more, — lead foi 
Kn., and any three, — lead fourth. 



Kn., and any two, — lead kn., when forced 
lead. The kn. is the fourth best card in rank, 
and whenever it heads the proper suit from which 
to lead, the holder had best play the hand not for 
himself, but for the partner. The after play- 
should be adapted to what seems to be the part- 
ner's desire. 

Kn. only is never led. 

The kn. lead generally signifies the holding 
of five cards of the suit. 



1 




AT HEAD OF SUIT. 
Holding 10, 9, 8, 7, with or without others, 

10 and any other three, — lead fourth. 
10 and any two, — lead lO, a forced lead. 



Sequences below the honours lose their sig- 
nificance, and the highest card is not led. 



FROM 9 AT HEAD OF SUIT. 



Holding 9, 8, 7, 6, with or without others, — 
lead 6. 

9 and any other three, — lead fourth, 

9 and two more if trumps, and call has been 
made, — lead 9. 

Having led from one pl^ suit, lead 9, but 
never lead 9 originally, except to denote k. and 
kn. and absence of ace and qu. The rank of 
the card as sixth best gives it special power 
as the low card of the highest intermediate ten- 
ace, the only tenace that can be shown by any 
single play. At no time is the 9 required to be 
originally led at the head or foot of any other 
combination. 



48 AMERICAN WHIST. 

FROM 8 AT HEAD OF SUIT. 

The 8 is the middle card. When led origi- 
nally, three higher cards are held. From a se- 
quence of 8, 7, 6, 5, therefore, the S is led, and 
if the 8 heads any other combination of four, the 
fourth is led. 



Hands have been held called Yarboroughs, in 
which the best card is an 8. There is no record 
of a hand that was not arranged for a purpose 
in which the 7 was the highest card. In a Yar- 
borough, there must be a suit of four cards, and 
the holder should lead the lowest card of that 
suit. It has happened that a Yarborough in 
which was four trumps was of service to the 
partner who led trumps, the echo allowing him 
to place the rest and win the game. It matters 
not what cards are held. The merit lies in lead- 
ing properly from any hand, and in playing what- 
soever cards compose it in the most correct 



SUMM 

The summary of the Original Lead is as fol- 
lows : — 

The ace is led as the head of anyone of many 
combinations, the quality of each demonstrated 
by the second lead. 

The k. is led from a suit of four cards of 
which ace or qu. is one, or in trumps as the best 
of a certain six, the second lead explaining the 
reason for the first. 

The qu. is led from any one of many com- 
binations, the residue of the holding shown by 
the following play. 

The kn. is led from any one of four combi- 
nations, trumps included. 

The 10 is led as the lowest of a quint se- 
quence, the lowest of a quart sequence with 
more, and to designate the k. and kn. 

The 9 is led to show the holding of k. and kn. 
and the absence of ace and qu. The lO may be 
led for a like purpose, but it may also be led for 
some other purpose. The g is led for no other 
purpose. Its mathematical position as the sixth 
card gives it advantage over any other to make 
an integral and exclusive lead. In proof of this, 
it is only requisite to make the trial by compari- 
son. Suppose the lO to be led to indicate only 



I 



50 AMERICAN WHIST. 

the highest tenace. What is to prevent the loss 
of two tricks to the k. and kn. ? What shall be 
played when k., kn., 10 are held ? What shall 
be the lead of quint to ace ? Of quart to k ? 

Or suppose that the 10 should be given the 
place of the 9, and only be led to indicate k. and 
kn. The quint sequence could not be desig- 
nated, nor the quart sequence to k., with others. 
The rank of the 10 as the fifth best compels its 
triplicate use. The 9 can represent no sequence, 
for if at the head of one, it can never establish 
a suit ; and if at the foot of one, there must be a 
card of that sequence, more proper to be led. 
Nor can it be led as the fourth best (e.\cept 
when k., kn. 10 are held) because there is al- 
ways better play to be made. As it is the low- 
est card of the highest intermediate tenace, its 
original play is the challenge of that tenace. 
The argument is that the 9, which from over- 
sight of its usefulness and careless disregard for 
its rank has been termed "equivocal," is the 
most unequivocal card. 

The issue is in this wise : — 

There are six high cards. Two of these are 
trickmakers. There is not a probable nonnaJ 
third round. The play of any one of the other 
four, whether it precedes or follows the play of 
either of the two higher, is determined in accord- 
ance with the relation of that card to one or 




SUMMARY. 51 



E; authoritative two. If any one of the 
ginally led, it must proclaim one of 
those two or must challenge one of them. 

The qii. and kn, respectively proclaim or chal- 
lenge one or both of them. 

The 10 proclaims one of the two and the fol- 
lowing play may show the holding of the other. 

The 9 at once proclaims one of the two and 
challenges the other. 

The order for the original play of every card 
below the g is that it shall be the fourth best of 
the suit. 

Any one of the foregoing leads,' it is sup- 
posed, may be the original one by an original 
leader. Any one of them is of course to be 
chosen as the first lead of any other player ; but , 
he is to regard what has been played, and he 1 
may have less reason than the first player for 
making a conventional or systematic lead, 
may be proper for him to return at once his 
partner's lead, or to lead up to the weak through 
the strong hand. 

The leads suppose a small card turned. They 
suppose a necessity exists for the lead from a 
given suit held, as the best opening play. In 
their continuation they suppose that no player 
has renounced upon the first round. 

If a lead is to be made up to a trump turned, 
■ See Tables of Leads on pp. Il6and 124. 



52 AMERICAN WHIST. 

it is proper to f)lay a card that will take it, if 
none higher should be thrown. 

For instance, — holding ace, qu., lO, etc., kn. 
turned, lead qu. With k., kn., 9, etc., lO turned, 
lead kn. With qu, kn., 9, the lO turned, lead 
qu., — which is better than kn., because partner 
will give you kn. in hand ; but if you throw kn., 
he would not give you qu. With kn., 10, S, the 
9 turned, lead kn. If you are to lead through 
an honour turned on the left, it is not essential 
that the card should be as high as that turned if 
there are probabilities of partner holding one 
higher. Holding kn. sequence, k. or qu. turned 
on the left, lead kn. 

Should an honour be turned on the right, and 
the leader would have trumps out, he should not 
hesitate to lead up to it. If it must make, let 
him require it to do so as soon as possible. If, 
however, he holds tenace over it, and can soon 
enough call the play of a trump from partner, 
very well ; and whenever a k., qu., or kn, is so 
turned, a good partner weak in trumps will be 
on the lookout for such call. When therefore a 
high card (not an ace) is turned on the leader's 
right, and the first player throws a low card of 
a plain suit, the leader's partner, holding but 
one or two trumps, will take the trick if he can 
and play a high card, to give original leader the 
opportunity to calL When the means for mak~ 
ing tricks or game are in the leader's hand, he 




SUMMARY. S3 

should attempt to direct and control the play, 
and a good partner will sacrifice his own hand 
to help the result. 

It does not follow that because a player holds 
many trumps he should lead a trump. It may 
or may not be best. There is no regularity 
in hands at whist ; they are constantly excep- 
tional. There is not one hand in ten held by 
a good player by the proper management of 
which he does not make, or help to make, the 
one trick that could have been lost. There is 
not one hand in ten held by an ordinary player 
by the improper management of which he does 
not lose, or help to lose, the one trick that 
could have been gained. For whist is a game 
played hand after hand for one trick that is made 
or lost in each hand ; all the rest might be 
taken, let the cards that are dealt be played {so 
that no revokes are made} with any form of lead 
and follow. A hand of many trumps may be 
played so that the k. or qu. will make, while the 
7 or 6 will be lost. If the 7 or 6 ought not by 
correct play to have been lost, there is very 
much more blame to be attached to the play that 
loses that card than credit to the play that takes 
the trick with an honour. 

A former plan of always leading trumps from 
five is obsolete. We have better play. Again, 
the lead from the longest suit may be suicidal. 
A. held the ace and k. of spades, the 10 and five 



54 AMERICAN WmST. 

small hearts, three little clubs, and the kn, and 

8 of diamonds, lo of diamonds turned. If A. 
had led a heart he would have forced his part- 
ner and lost the game. He threw ace of spades, 
then k. ; B. called ; A. played kn. of diamonds, 
which took ; he followed with S. B. took with 
qu. and forced with spade, trumped ace of hearts 
(led from ace, qu., kn., etc.), drew k. and thir- 
teenth trump with ace, and made remaining 
spades and game, the four honours in hearts and 
in clubs against him. 

A trump lead, k., qu. or kn. at the head of the 
suit and not in sequence, or it may be with two 
in sequence, will usually depend upon the skill 
of the player for success. The general player 
with many trumps beaded as above almost al- 
ways loses a trick. The careful watch of the 
cards with inferences as to what is held in each 
hand is a necessity. The cards that fall upon 
the original fourth-best led (whether the first or 
second lead) are the guides by which a skillful 
player will sometimes make every other trick in 
the suit. 

Though conventional and systematic leads are 
ordered as the best that can be devised, they are 
subject to the judgment of the player. Excep- 
tional hands demand exceptional treatment. 
Usually, some one of the plays in the analysis 
is the best to be made as an original lead. Usu- 
ally, too, when the next player has the leadj one 



J 




SUMMARY. 55 

of the leads of record is the best for him to 

make. But the constantly recurring beautiful 
problem in whist is the necessity for new-made 
calculation. A man who merely plays pictures, 
holding ace and k. and others of a suit, throws 
the k. and then the ace ; and if he finds a call is 
made by partner, he leads a trump, If he sees 
no call he is relieved from further responsibility, 
and takes or relinquishes what follows with a 
smile if the biggest picture is held by himself or 
partner, or with a sigh if it is not. It is true 
that wherever the high cards are held there 
must the tricks be gathered ; but there will be 
a difference in the number of those tricks, or es- 
pecially in the manner by which they are taken, 
dependent upon the education of the player. 
Whist must be played by brain power. 

It was natural that when the system of Amer- 
ican leads was proposed in England the oppo- 
sition to its adoption should be violent and sin- 
cere. It is not strange that there were a great 
many second-class players in this country who 
believed (and perhaps they still believe) that 
whatever was said or done by persons on the 
other side of the water must take precedence of 
anything that could be said or done on this side. 
But it happens that the best players, here and 
there, saw at once the value of the system. 
There were, there are, obstinate objectors to its 
domination. They say that the game is compli- 



^^ There we 
^^ dominatit 



Jfi AMERICA!^ WHIST. 

cated by its use. They do not tell wherein, 
it would be a difficult task to make good the 
assertion, since the American system requires 
only, (i) That the leader holds exactly three 
cards higher than the low card led ; (2) That if 
he leads a high card and then a low one, he has 
exactly two cards higher than his second lead ; 
and (3) That having led a high card, when fol- 
lowing with another high one he plays the high- 
est of two equally good if he has but four cards 
of the suit, and the lowest of the two if he has 
five. See American Leads, p. 105. 

In the words of Cavendish, Al! an American 
leader asks his partner to observe is — 

1. That when he originally leads a low card he 

holds exacdy three of the suit higher than the 
card led. 
Example. A. holds qu., 10, 8, 6, 3, 2 j he leads 
the 6. 

2. That when he originally leads a high card and 

then a low one, he still holds exactly two 
cards higher than the second card led. 
Example. A. holds ace, kn., 9, 7, 4; he leads 
ace, then 7. 

3. That when he originally leads a high card and 

follows it with a high card, he indicates in 
many cases to any one who knows the analy- 
sis of leads, as every whist-player ought, 
whether his strong suit consisted of four or 
more than four cards. 
Example. A. holds kn., 10, 9, 7, 6 ; he leads kp., 



, and ] 



I 



ft ° 

L 



SUMMARY. 57 

then 9; or, A. holds kn., 10,9, 7; he leads 
kn., then 10. 

It would seem as if the above directions were 
as free from complication as any plan that can 
be named. 

There was another weak objection ; namely, 
that they seldom affect the result. They are 
not intended or expected any more to change 
the relative value of the cards in play than they 
are to change the cards that are held. " They 
only consolidate," says Cavendish, " the received 
practice, and extend a law of uniformity to cases 
not previously provided for." 

There was a third objection. It was that the 
information afforded may be of more use to the 
opponents than to the leader's partner. 

Of course it may, and so may any play at any 
time. This last objection is perhaps no weaker 
than either of the other two ; but it is of no 
avail, for whist is a game in which the leader's 
business is to tell his partner by the cards all 
that he can tell of what he holds. He is not to 
consider that other people do or do not under- 
stand. In fact, he plays best who is able by his 
play to impart the most information. 

This most admirable system of American 
Leads may be used to greatest advantage by 
players of American and English whist ; the 
objections to it being invalid, it must come into 
universal use. It will be proper to remember 



58 AMERICAN WHIST. 

that even as the card turned is the trump that 
influences the play of the entire hand, so the 
card that is first led is the demonstration of the 
leader's purpose. It begins the attack ; it noti- 
fies the opponents that, notwithstanding what is 
shown by the dealer, it is the suit, whether 
trumps or not, which is the leader's best, of 
which he intends either to keep the control or 
which he means to establish. In this regard 
Cavendish says : " It should be borne in mind 
that American Leads in their integrity assume 
not merely an original lead but the original lead 
of the hand, — the very first lead of VII. When 
a player obtains the lead for the first time, after 
one or more tricks have been played, he may 
open his strong suit in the same way as though 
he were the original leader. On the other hand, 
he may deem it advisable to open a weak suit, 
or to lead through a strong one or up to a weak 
one, or if great strength in trumps has been de- 
clared against him, may wish to conceal the fact 
that his best suit is only a very long one of 
small cards ; or if late in the hand, he may con- 
clude that the time for precise exhibition of 
strength is past and gone. These, however, are 
matters of judgment, for which no hard and fast 
rule can be laid down." 

To sum up the matter of the first lead. Gen- 
erally lead from the strongest suit. If it con- 
sists of five or more and is not one of specified 



n 



SUMMARY. 59 

or distinct combination (p. n6), and is headed 
by the ace, lead the ace and then the original 
fourth best. If it is headed by the king from k., 
qu., and two small, lead the k. ; if it takes, lead 
ike original fourth best. If it is headed by the 
king, and the next cards are kn. and lO, then 
small ones, lead the lo; and if it takes, lead the 
original fourth best. If it is k., kn., lo, g, etc., 
lead the g ; and if it takes, lead one of the high 
cards according to the number to be specified 
composing the suit. If it is headed by the k. 
in any other combination, lead the original fourth 
best ; and So of any other series that form a part 
of a hand. 

The secret of the value of the lead according 
to the newly adopted plan lies in the fact that 
the leader, at once communicates with his partner 
as to the formation of his hand. The old-time 
leader, for instance, holding ace, kn., 8, 7, 3, 2, 

I led the ace and then the 2, perhaps the 3. The 
partner knew that was his best suit, and that 
was all ; he did not know of what cards it was 
composed. Now, the leader plays ace and then 
the 7. He must have two cards of that suit 
higher than the 7. The fall of the cards and 
the suit of his own hand inform the partner 
what those two cards are. 
One more example, that this matter may be 
as clear as possible. The leader holding ace, 
kn., 8, 7, 6, in trumps would lead the 7 (there 



6o AMERICAN WHIST, 

must be three higher) ; in plain suits, the ace 

and then the 7 (there must be two higher). 

In connection with this order for the lead we 
call special attention to the one best original, 
because the most informatory, play that can be 
made, the leader holding k., kn,, 10, g, with or 
without small ones, and quote the order of Cav- 
endish concerning it, in full: — 



Lead 9, even though you hold the 8. 
((?) If 9 wins the trick, — 

With more than five in suit, lead 1 






With only five in suit, lead knave after 9. 
{S) If 9 forces qu, or both qu. and ace, — 

With more than five in suit, lead 10 after 

9- 

With five in suit, lead knave after 9. 

With only four in suit, lead king after g. 
(f) If 9 forces ace but not qu., king must be ted 

after 9. Then (third lead), with more 

than four in suit originally, lead 10 after 

king 
With only four in suit, lead knave after king. 

" No doubt," says Cavendish, " moderate play- 
ers may lack the quick perception which would 
enable them to take full advantage of the Amer- 
ican rules. This is no reason why better play- 
ers should be deprived of that advantage." 

The one reason why there are so many "mod- 
erate players" is simply because they are con- 



SUMMARY. 6 1 

tent to remain as they are. A man never 
rises above mediocrity in whist who has not 
brains to comprehend its mode of management, 
and disposition to study it in detail. The " mod- 
erate player/' ever ready to get in his little 
trump, explain the status of his hand, and hurry 
up the instant play that there may be another 
deal, will continue to be the " moderate " player, 
firm in the belief that he understands the game 
and that he plays it. 

Most recently the added leads of the New 
Play have made complete the leader's method 
of conveying information by the cards. These 
leads have all appeared in the Analysis, p. 31, 
et seq., and their history is told on p. 125, et seq. 




OBJECTIONS. 



We follow the Analysis of the Order with a 
synopsis of prohibitions in the matter of original 
leads ; and inasmuch as the player is to exercise 
his judgment as to whether it is or is not proper 
for him to accept an ordered lead, so whenever it 
becomes a necessity he will make some one of 
these objectionable plays. See Irregular Leads, 

p. 212. 

Do not lead from a double tenace, especially 
if you can induce the play of the suit to come 
up to you. 

Do not lead from a major tenace, if you have 
a lead that may benefit but cannot deceive part- 
ner. 

Do not lead, unless very strong in suits, from 
three trumps, or even four, for the purpose of 
exhausting trumps. The lead of trumps after 
they have been played by partner or adversary, 
or after a trick or tricks have been trumped by 
either party, must depend upon conditions which 
the player will understand; but an original lead 
from three trumps may give the opponents a 
game that by other play could have been made 
by the leader. Players of three trumps at the 



OBJECTIONS. 



63 



start sometimes quote the "rash trump-leading" 
of Deschapelles. They do not consider that he 
always felt his way before making his trump- 
lead, and, judging by what cards fell and what 
had fallen, forced two rounds of trumps for the 
benefit of his after-play. 

Do not lead the highest of four cards, except 
in sequence, unless it be the ace of trumps on 
your first lead upon your partner's call. The ex- 
ceptions to this direction are, — when you play 
the Deschapelles coup, or when an ace is led by 
you purposely to apprise partner of its situation, 
or to make a trick, opponents having thrown 
away from the suit. The Parisians lead ace at 
head of four in plain suits. Of course the lead 
with us at times is allowable, especially if the 
2 can be the second lead, for then the leader can 
have held no more than four. 

Do not lead lowest of three cards, excepting 
k., kn., 10, or k., kn., 9, unless ace or k. is the 
best of the three, and not then if the lowest card 
is the 10 or 9. 

Do not lead from ace or k. and one other, ex- 
cept in sequence. 

Do not lead from any two cards except ace 
and king. 

Do not lead from three cards, unless to play 
the highest for benefit of partner. 

Do not, when forced, lead a low card with k., 
qu., or kn. heading the three, but lead the highest. 



i 



64 AMERICAN WHIST, 

Do not lead a singleton unless it be the ace of 
trumps. 

Do not lead a 9 unless you have k. and kn. and 
not ace or qu. 

Do not lead a 10 at the head of three, unless 
in sequence of three. The requirement to lead 
this card at the head of three is very occasional. 

Do not lead the 9 as the lowest of any four 
except k., kn., 10, g. 

Do not lead ace at the head of four unless you 
have the deuce to use for second lead, explaining 
the situation. 

Do not lead from three cards, two of which 
form a high tenace, — for instance, ace, kn., and 
another, or ace, 10, and another. If the lead 
must be made, it may occur at a time when the 
ace had best at once take a trick ; perhaps, how- 
ever, you can afford to hold the tenace ; the lead 
must be one of judgment. 

Do not lead from ace, kn„ 10. If the lead 
must be made, play ace that you may not deceive 
partner ; he holding either k. or qu. would play 
neither on 10 led, and so either in fourth hand 
would make. Second hand holding k., qu., and 
others would not pass 10 led at the time in the 
play in which it would be likely to be thrown ; 
for ace and kn. would both be believed to be in 
third or fourth hand, and the queen second hand 
would probably not be a losing play upon a lead 
shown to be enforced, and would insure com- 



OBJECTIONS. 



6S 



raand of the suit. This especially if trumps are 
exhausted. The lead of the kn. would not avail 
except by accident. 

Do not lead originally from a suit of three, if 
you have a suit of four, plain suit. A hand so 
evenly divided you will probably play for part- 
ner's benefit, and you had best show him by 
negative action toward the other suits that you 
are not strong in them. 

There are four modes of lead, vis. ; from the 
long suit, from the short suit, from master 
cards, and to throw the lead. The original lead 
is made from the long suit when there is proba- 
bility of making tricks with the cards of which 
it is composed. There are justifiable short suit 
leads, especially if the player is not the origi- 
nal leader of the hand. It may be better play 
to lead qu. from qu., kn., and 6, than to lead a 
trump from four or five, or to lead a tenace card. 
But it is a principle of whist that no deception 
shall be practised by the lead, therefore a player 
is never warranted in leading originally from two 
cards, neither of them trickmakers, nor from 
three cards not of strength, when by such lead 
he imposes on his partner or the table. A 
player must hold thirteen cards in all, and if he 
has a suit of two, he must have one or two suits 
of at least four. It is clear that he has no right 
in an informatory game to experiment, at the 
risk of confusing all the players, by the lead of a 



66 



AMERJCAN^ WHIST. 



card which in no wise interprets the quality of 
his hand. 

The leader may choose to play a master card 
when holding a suit that is longer than the one 
from which he makes his original lead. He 
may have ace, k., kn., and 4, and play the k., 
while holding qu, and four or kn. and four of 
another suit, or perhaps four or five or six trumps. 
He deceives no one, and after throwing the k. 
may change the suit. 

Throwing the lead by the leader at the begin- 
ning of a hand is sometimes good play. It must 
not be done by speculation and the play of a 
false card. A has ace, qu., kn., and three small 
trumps, k. turned on his right, k., kn., 10, of 
a suit, and two small cards of two suits. He 
may properly lead the 10 and hope to call on 
either suit that is afterward led. He is not 
privileged to lead from one of the short suits. 

There is a logical conclusion from correct 
play which it is important that all players should 
understand. It is that the most tricks are 
taken in the best manner by adherence to the 
principles of the game Whenever a lead is 
made without proper reason, the hand is demor- 
alized by a player who is unreliable. 




SECOND HAND. 

The "moderate" — a good word by Caven- 
dish — second-hand player has nothing to do, 
as he beheves, but to throw his lowest card. 
But this is not always whist. Second hand not 
only has duties to perform, but may be of great 
avail, and at once. A general order belongs to 
each hand held, — to the first, play from your 
master suit ; to the second, play your lowest 
card ; to the third, play your highest card ; and 
to the fourth, play whatever will take the trick. 
The rule is positive ; the exceptions are power- 
ful. 

The reasons for the play of a low card by you, 
the immediate follow of the lead, when you can 
play a higher card than the one thrown, are, — 
first, the leader has probably good cards or a 
long suit, and you may make efficient your high 
card in an after-play, should he finesse upon a 
return lead ; second, third hand will play his 
best card if needed, and if it takes your best you 
have played to no purpose ; third, there are two 
players to follow you, and your partner's play 
may strengthen your position ; fourth, by the 
play of the low card on a lead upon which your 
left-hand opponent will play a high one, you on 
his lead oi any suit become last pVaycT, 




^ 



68 AMERICAJ^ WHIST. 

But the commonly received opinion by the or- 
dinary player that the second hand is of small 
consequence, since third or fourth hand must de- 
termine the result of the round, is challenged 
by the following exceptions to the lowest-card 
play: — 

1. When holding two in sequence or a tierce 
sequence of the suit. 

2. When holding a double tenace. 

3. If a 9 is led, and you hold qu. and one, or 
10 and others, 

4. If you desire to begin a call for trumps. 
J. If you hold a fourchette. 

6. If you hold ace of a suit of which kn. is 
led. 

7. If you hold a combination from which a 
certain card must win, the card led proclaiming 
the combination in the leader's hand, 

8. When you hold the k., or the qu., and one 
more in trumps led. 

9. When the lead is your own strong suit, and 
you can stop its play and wait for a finesse. 

10. When you can take the trick and keep 
the command. 

i:. When holding two cards, the one a high 
one, the other the next below the lead. 

12. If a 10 IS led, and you hold qu. and one 
more. 

13. When holding k., qu., 9. and others, knave 
led, joii care to insist upon the play of the ace 

if in third hand. 




SECOND HAND. 69 

14, When planning any description of finesse 
upon the very first lead of the hand. 

To show the influence of the second-hand 
play, it will be proper to explain the value of 
these exceptions to the conventional play of the 
low card : — 

1. If you do not play the lowest of the se- 
quence, a lower card than one of that sequence 
may be played third hand, and your partner's 
best card of the suit, perhaps the ace, required 
to take the trick. Suppose the 3 of hearts is 
led. You hold qu., kn., 4. If you throw the 4, 
hoping that k. may fall third, and ace fourth, 
third hand instead plays 10, forcing your part- 
ner's ace. Had you played the kn., you would 
not only have taken the trick, but from your 
partner's under-play lead might have made three 
tricks in the suit. Again, you hold 10, 9, 6. 
The lead is the 5 from qu., kn., 7, 5. If you 
play the 6, third hand the 8, the trick costs your 
partner's k. If you throw the 9, third hand will 
play the 2, and your partner the 4, — holding 
the other two tricks with ace and king. 

2. Holding ace, qu., 10, and another upon a 
small card led, play either qu. or 10, usually qu. ; 
for you are left with a strong tcnace. But 10 
is the proper play if you are strong in trumps. 

3. If in this case you hold double tenace, play 
ID, as k. and kn. must be: in leader's hand ■, loi 



^ 



r 



J>0 AMERICAN WHIST. 




\ 



if he plays the best whist, he will never lead 
originally a 9 unless he holds those ckrds. 
Holding qu. and one more, play qu. ; with two or 
more, pass the 9; holding 10 and others, play 
the 10. An after-play of a lower card in the 
suit is not a call for trumps. 

4. Play an unnecessarily high card, the best 
of two small ones, if you can do so. Partner 
will see a 4 and afterward a 3 as readily as first 
a kn. and then a 5. Moreover, there is less 
chance for the opponents to notice a small card 
thrown ; and you must compliment your part- 
ner's observance by non-demonstration, 

5. If a 10 is led, and you hold kn., g, and an- 
other, the lead is a forced original one from the 
highest of three : play the kn. ; it forces third 
hand, may benefit your partner, and does you no 
harm. Again, if a qu, is led, and you hold k., 
kn., and 6, play k. ; for if you bring the ace 

I from third hand you have command j if it is with 
partner you make three tricks. Fourchettes are 
seldom held against the original suit of the orig- 
inal leader, but sometimes against the enforced 
lead of an after-player. 
6. The knave as an original lead is from k., 
qu., kn., and two cards, when of course ace is 
your proper play ; or from kn. at the head of 
sequence, upon which you also play ace unless 
you hold the k. or k. and qu. besides. Holding 
ace and qu., play ace. It is folly to play qu., as 
the k. must be beyond you. 



SECOND HAND. 71 

The old rule of Cavendish printed in the re- 
vised tenth edition, and in editions foUowing, 
was, " If an honour is led, and you have a higher 
honour and numerical weakness, cover it." This 
order continued to be obeyed until in "Ameri- 
can Whist " it was rebuked as follows : " If kn. is 
led, and you have qu. and small ones, it is useless 
to play qu, ; for neither ace nor k, is on your right, 
while 10 and 9 may be there. If you play qu., 
C, k., and B. ace, you have gained the trick in- 
deed, but you would have had it if you had not 
sacrificed qu., and you have established D.'s suit. 
If you hold k., qu., and others, you do not play 
qu. on kn., for D. has not ace, and either C. or 
B. will take the kn." 

7. Holding ace, k„ 10, 4, the 8 led, play the 
10; it must take the trick. 

8. The k. or qu. wi!I make then or probably not 
at all, since the leader holding three, four, or five 

Ismail ones with ace will lead fourth-best card ; 
and you also run an equal chance between third 
hand and partner. 
g. Holding ace, k.,kn., and others, playk. ; ace 
and kn. will eventually make. 
10. Holding ace, k., and several more, take 
with k. and do not play the suit. 
1 1. Holding k. and 7, the 8 led, there is no 
avail in keeping k. 
12. The play of the qu. may save the partner's 
ace, 
L Ji' — m 



72 AMERICAN WHIST. 

13. Third hand may have ace and two small 
ones, and decline to take the knave unless forced 
to do so. 

14. Finesse in whist occurs anywhere, and at 
any time. You may desire at the outset to block 
the leader's game, or to risk against third hand 
a card that will give you either lead or control. 

All these important plays by second hand are 
supplemented by those that demand the player's 
attention in the after-play. 

In the second round he is to play the winning 
card to gain the trick or help the partner, or to 
avoid doing so if it has been proved that third 
hand was weak, and not to do so in trumps if he 
holds well in them, especially if with winning 
cards. He is to finesse by trial, and on him 
rests all responsibility of the returned finesse. 
His play to save his partner is at times of great- 
est consequence. The trick that wins or loses 
the game is not infrequently for him to maJ^e. 
For instance: clubs led originally by D., from 
qu. and three small ones. A. holds 10, 4, 2 ; A. 
plays 2, C. plays kn., and B. takes with k. Af- 
terward, trumps exhausted, D. leading again 
plays another small club. If now second hand 
throws the 4, C. plays the 9 and draws the ace. 
If second hand plays 10 he takes the trick, and 
the ace may capture qu. Good players, therC' 
fore, attach great importance to correct second, 
hand play. 




I 



ANALYSIS OF SECOND HAND. 
WITH THE ACE. 

Holding aoe, k., qu., with or without others, 
— play lowest of sequence. 

Aoe, k., kn., — play k. 

Aoe, k., and others, — play k. ; but in trumps, 
unless qu. is led, it is well to pass the lead. 

Aoe, k., only, — play k. 

Ace, qu., kn., and others, — play lowest of 
sequence. 

Aoe, qu., 10, and others, — generally qu., 
but strength in trumps will determine if lo had 
best be played. The card l^d will sometimes 
help the decision. For instance, with g led, 
play 10 and hold the tenace over k. and kn ; 
with 7 led, play lo, for the lead must be from k. 
or kn. In trumps, play lo, for the larger tenace 
is the best to hold. 

Aoe, qu., 10 only, — play lo. 

Aoe, qu., and others, — play a low card unless 
kn. is led, when play ace. It is a poor play to cover 
with qu. ; the leader cannot have k. The lead 
in American whist adopted from the Parisian 
code in trumps is kn. When holding k. and lO, 
one of the leader's three cards will make; there- 



74 AMERICAN WHIST. 

fore cover kn. with ace. Whether lo or 9 is 
led, play qu. 

Ace, kn., 10, and others, — in plain suits, a 
low card. The leader has not k. and qu. ; one 
at least of these cards is beyond you. In trumps, 
play 10, for then the leader may have both k. 
and qu. 

Ace and others, — if five in suit, play ace ; in 
trumps,* a small card. The leader must have 
four, perhaps five ; and in plain suit, if your 
partner does not take the trick, you passing, 
you may not make a trick in the suit. To save 
the ace from being trumped it had best be 
played upon the lead. In trumps, holding a 
good plain suit, avoid the play of the ace even 
on the second round. See p. 80, 




I 



WITH THE KING. 

Holding fc., qu., kn., — play lowest of se- 
quence, 

K., qu., and others, — generally play qu. ; in 
trumps, a low card. Having but three in suit, 
play qu. Pass the kn. led, unless you care to 
bring down ace if in third hand. 

K., kn., 10, — lowest of sequence. 

K., kn., and others, — a low card, unless qu. 
is led, 

K., 10, and others, — a low card. 

K. and others, — a low card. 

From either qu. or kn., or lo or 9, play lowest 
of sequence or a low card, unless with a four- 
chette, or with only two in suit risking the re- 
turn of a trump from partner. 

Play ace on either qu. or kn. led ; unless on 
kn. you play qu., holding 10, or on qu. you play 
k- holding kn., or holding ace and k. Upon a 
10 led, with qu. and but one more, play qu. If 
a 9 is led you cannot have k. or kn. ; but if you 
hold qu. and another, or 10 and another, play 
qu, or 10. If an 8 is led, and you have but k, 
and another, generally play k. You must, if 
you can, read the three cards that arc above the 



76 AMERICAN WHIST. 

lead, that your second-hand play may take the 
trick with a small card, leaving you in command. 
For instance, holding ace, k., kn., 8, the 7 led, 
the 8 will win. 

Do not generally play a high card, if you have 
but one more, and that a small one. 

These plays suppose a low card led unless 
otherwise specified, and all the time the quality 
of that card must be considered. A 2 led is 
from three higher cards of the suit, while a 4 or 
5 or 6 may be fourth best from five or more. 
The trump-card must be remembered, its quality 
and place, — that is, what it is and with whom, 
— if the lead is or is not the first one made in 
the hand, if you would be accurate in second- 
hand play. Whenever the order is for the kn. 
or 10, etc., played second, if you hold a sequence 
up to that card you play the lowest of that se- 
quence. 

In the second round, and even in the third, if 
your partner has been playing the strong hand 
you are to consider every movement for his ad- 
vantage. He will know that you in helping him 
over first player are not calling for trumps. If 
he has called for or has played trumps, and you 
hold the winner and another, play the winner 
whatever it is, and give him the smaller card. 
If the opponent has called or played trumps, 
pass the card led for your partner's possible 
gain. 



SECOND If AND. JJ 

The discard of the highest or next best of a 
suit that the second next lead may not be thrown 
into his hands ; the proper trumping of a suit in 
order to save the partner's trumps ; the indica- 
tion by his play of strength or weakness in the 
suit led ; the sounding of the echo to his part- 
ner's call, and the finesse which intentionally, 
or that which, if unsuccessful, throws the lead 
for his advantage, are opportunities that are 
offered second hand ; and diligently to improve 
any of them, following directly as he must the 
play of right-hand adversary, asks for skill equal 
to that required of first or third hand player. 

Holding but two cards of a suit, the largest 
not an ace or k. and larger than the card led, 
play it, if your hand in trumps warrants a lead 
of trumps to it. Holding ace and any others 
below qu., the general order is, play a low card 
second hand, for if you have ace, kn., and others, 
and a low card is led, you know the leader has 
not k. and qu., so that your kn. may be of no 
avail. The leader had probably four of the suit; 
there may be but four more in both the hands 
that follow you. If you have trumps, this suit 
for you is in excellent condition if you pass it by 
playing second hand low. In the second round 
of a suit pains must be taken with your play, for 
if you have winning cards and trumps, by pass- 
■ ing the second time you may see cards fall to 



I 



78 AMERICA!^ WmST. 

have ace, 8, $, 3, and the 4 is led, you play the 
3, C, kn., B, qu. Now you know C. has neither 
k. nor ro. If D. by and by leads the 6 of that 
suit you play the 5, C. 9, B. 10. Now you know 
D. has k, and 7, and C. or B. has the 2 ; when- 
ever that 2 is led, you have the tenace, and have 
made four tricks on D.'s long suit. 

The discard made by second hand is a very 
important play for partner to consider. If second 
hand throws an 8 or higher card of any plain suit 
upon card of another plain suit led, he cannot 
make more absolute demand for a trump. If the 
card so thrown is one of a suit which has already 
been led, and second hand has had the chance 
of beginning a call upon that suit and did not do 
so, he may now be getting rid of a useless card ; 
of such action the partner must judge. 

Second-hand trurnping is ever dangerous. 
Holding qu. or kn. and two small, the trick that 
is gained by the small trump is usually lost with 
advantage in the next few rounds. Generally 
speaking, whenever it is proper for second hand 
to trump, it is proper for him to do so without 
regard to number or quality of cards. There are 
more tricks lost because of the fear that third 
hand will take a trick in a suit of which second 
hand holds none, than are gained by trumping, 
and then of course being obligated to lead. Sec- 
ond hand must consider that if third hand is al- 
lowed, if he can do so, to take that special trick. 



r SECOND HAND. 79 

third hand becomes the leader and second hand 
becomes last player. Beside this gaining (by 
pass 
tant 
ond 



I 



\ 



passing) an advantage that may be more impor- 
tant even than the trick gained at that time, sec- 
ond hand has got rid of a useless card, and has 
retained a trump. These instructions apply to 
doubtful cards and peculiar situations, not to 
sure tricks, or to a time when the opponents 
must not have the lead. 

The second-hand play of the k. is to be consid- 
ered. If leader plays qu., it must be the head 
of a sequence. The ace is on your left, or with 
your partner. It has already been stated that 
the qu. should not be played second hand on kn. 
led. It has also been said that k. should not be 
played second on qu. led. Because of the oppor- 
tunity for imparting correct information con- 
cerning suits by the new system, there is a jus- 
tifiable exception to this rule. It is when you 
prefer to draw ace at once if with left-hand op- 
ponent, or when you must ascertain if it is with 
your partner. You ^vant the lead and make this 
trial for it ; if you lose, you have drawn the two 
highest of a suit for one ; the ace must have made 
later, and you did not want it made against you 
later, and you have thrown the lead which you 
did not desire that your right-hand adversary 
should retain. Even if the suit should be re- 



should retain. Even if the suit should be re- ■ 

K turned, your partner has been made aware that ^^^H 
H there was a reason for your play. ^^^H 



8o AMERICAN WHIST. 

An exception for the same cause exists for thaj 
play of qu. on kn. led, if you hold k, and other% 
and are willing at once to sacrifice the chance oS 
making both k. and qu, in order to gain advan* 
tage which the play of other suits had promised' 
you. But holding qu. and others, there is n^ 
excuse for second-hand play of qu, on lead a( 
kn. 

Holding qu. and one low card, there is small 
chance for the qu. to be of service. Third hand 
may play k. on a low card led and partner ace^ J 
making qu. good. Partner may hold ace or k.j 
or both, the lead being from the kn. If strot^l 
in trumps, the qu. had best be played, j 

If at any time opponents have led trumps, or' 
if your right-hand opponent has called for them, * 
and you call, your partner is bound to get ii 
any hazard and lead through him to you a trump. 

You never designate the number or quality 
of your trumps upon the opponent's lead, but 
upon his call, you may, when you see fit to do s<v 
inform of both. 

Trumps exhausted, your call upon a suit ia 
which you are strong may be of much avail. 

The leader may play a low card of a suit of 
which second hand holds ace and four or five 
small. The suit can run but once, and second i 
hand must choose between the ace play and tliQ' 
propriety of holding the master card. 

Again, the leader may play a low card and 



I 



SECONn SAND. 8 1 

ond hand at once play ace and lead a trump. It 
matters not whether he holds many or no more 
of the suit, the partner in such case is not jus- 
tified in making even the major tenace finesse. 
He must play his highest trump and return the 
next highest. It is not a question of number. 
The first trump leader will know about the hold- 
He calls for the highest play and is re- 
sponsible. 

The matter is much simplified if the leader 
plays kn, and second hand takes with qu., or if 
the leader plays any low card and second hand 
takes and immediately leads a trump ; but the 
principle is the same. The demand is made for 
the partner to put the play away from himself. 
The trump leader is to be alone considered. 
Again, if second hand trumps a suit led and fol- 
lows with a trump, the same necessity exists for 
his partner to hazard all that he has. 

The play of a fine second-hand player requires 
as close attention on the part of his partner as 
if he were the leader. For instance, second 
hand has made successful finesse by trial or 
finesse returned. If partner can assist by trump 
play, or throw the lead, the trick, which could 
not otherwise be made, is assured. 

In the play of fine whist, the leads are speci- 
'fied ; third-hand play is ordered and fourth hand 
takes, or trumps, or over-trumps, or refuses to 
take. But second hand follows a definite play 



fi 
P 

ts 

ta 

L 



I 



83 ABiERlCAff WBIST. 

of the leader with ingenious play. The oppor- 
tunity is occasional, and that occasional chance 
accepted must be watched. Men who have 
played whist for twenty years note all the new 
leads and adopt them, and properjy play third- 
hand finesse and unblocking, and make return 
leads correctly upon information ^ven ; but if 
they have considered only the ordinary theory of 
mutual reciprocity, their plans and purposes are 
oftentimes defeated by the management of the 
man who sits between them, and who, to their 
frequent surprise, not only interferes with rou- 
tine, but forces its abandonment. 

To those persons who imagine that second- 
hand play is plain because you have only to 
throw the lowest card, we commend the state- 
ment of Lassave concerning Deschapelles : " 1 
had rather he would lead or play third hand than 
to be at my left when in an exigency I am to 
play, He plays second hand to win with it ; 
and he does win with it. His finesse is terrific." 




In the chapter upon American Leads, p. 105, 
may be found matter of interest to third hand, 
since the principle of American Whist finds its 
readiest illustration in the correct management 
of his cards by third-hand player. If it is clear 
that the pian of the original leader can be devel- 
oped, or if it is most proper that the attempt be 
made to develop it, third hand demonstrates by 
strategy and sacrifice the principle that demands 
such service. The order of Folkestone, given a 
century and a half ago, governs the action of the 
players who invent new methods for the accom- 
plishment of the original design. 

Referring players to the analysis of the New 
. Play, p. 125, which has its separate leads, we give 
the genera! or combined order of play, in man- 
ner sufficiently comprehensive to enable the stu- 
dent to understand the relationship between the 
lead and the duty of the leader's partner. 

In former play — that is, before the adoption 
of American Leads — ^thiid hand was indeed 
apprised of the fact that his partner held a long 
suit, one card of which he originally played, per- 
haps, too, following with another of the same 
suit ; but third hand could form no estimate of 



I 



84 AMERICAN WBJST. 

the quality of his partner's remaining cards 
Pole talked about pb.jT.ng the two bands as one, 
and instantly made it impossible to do so by an 
original lead of a deuce at the foot of a suit of 
six. Cavendish bettered the matter by the es- 
tablishment of the penultimate, but still left 
third hand in the dark. Drayson determined to 
throw the kn. at the head of five not in long se- 
quence, because "you raay possibly bring down 
qu., k., and ace the first round, and will hold the 
best and third." 

Now, it happens in a vast number of cases in 
whist that first hand may lead exactly as he 
should do, and that third hand should do very 
differently from the way in which the leader had 
planned for him to do. This circumstance does 
not alter in the slightest degree the utter pro- 
priety of the original lead, nor the propriety of a 
continuous lead, or of a change of lead ; but it 
establishes the statement that, while partners 
should play for each other, and that third hand 
should generally assist first player in the devel- 
opment of his suit and of his plan, nevertheless 
third-hand player is an important factor in the 
quartette, and may at any time assume to be an 
independent one. Third hand, regarded as the 
accommodating personage who carries out the 
purposes of the original leader, is of great con- 
sequence when he figures as an illustrator of 
the efficacy of American Leads ; and it is with 



THIRD HAND. 85 

1 this relation that we have first explicitly 



The proper original leads have been given, 
and we are to suppose that advanced players are 
familiar with the system. To illustrate that sys- 
tem in its integrity requires that not only third- 
hand player must conform to its requirements, 
but second-hand player also ; so that in despite 
of what might be done by a second hand like 
Deschapelles, who at times would not allow first 
hand to decipher his finesse, we are to let second 
hand keep as rigidly within the law as either of 
the other two. Fourth hand will in no wise in- 
terfere with the proposed plan, because no con- 
tinuous play of the hand is explained. It is 
about the original lead and what comes of it, 
because of what the partner of the leader is to 
play in the suit of that leader, that we are inter- 
ested 




UNBLOCKING. 

Having ace and four, says the new system, 

lead ace ; then original fourth best Third hand 
reads two better cards in leader's hand, knows 
at the outset there were five at least, and pre- 
pares to play his own four to make that fifth. 

Third hand is informed how to read, what to 
play, and when to unblock in the following exam- 
ples, for all of which we are indebted to Mr. 
Trist and the compilation of Cavendish : — 

1, Third hand holds k., 6, 5. A. leads ace, 
C. small, B. 5, D. small. A. leads qu., C. small, 
B. 6, and not k. to get out of the way, although 
B. knows that A. has kn., for he also knows A. 
has but one more of the suit, and that card can- 
not be the 10; so that 10 being against, B. re- 
tains k. 

2, Third hand holds k. and two others. A. 
leads ace, C. throws 6, B. low one, D. low one. 
A. leads kn., C. small one, B. throws k., for qu. 
must be in leader's hand. If, however, C, does 
not follow, B. should play the low card, retaining 
the k. in his hand. 

3, Third hand holds k. and three small ones. 
A. leads ace, C. plays small one, B. small one, D. 
plays 9. A. leads kn., C. 8, B. small ; D. tnimps. 



UNBLOCKTNG. 87 

When C. has the lead, he plays 10; B. plays k,, 
although he knows it will be trumped, to get rid 
of the command. 

If all followed suit to ace and kn., and kn, 
wins, it is certain that B, holds k. and a small 
one. A. will not continue the suit, for one ad- 
versary will trump and ope throw away. B. will 
play k. after trumps are out, and lead the small 
card to partner. Should the suit not be led a 
third time, and B. (original third hand) be re- 
quired to discard from his partner's suit, he 
should throw the k. and not the small one. A. 
must have qu. and two others, the 10 single 
against, 

4. Third hand holds k. and two small ones. 
A. plays ace, then 10, B. should throw k. on 
second play that he may not block the suit, and 

A. should not conclude that he had no more of 
the suit although he threw the high card, for he 
was offered the chance to get out of the way 
and took it. 

5. With k. and three small ones, third hand 
should pass the 10. 

6. With k. and more than three others, third 
hand passes ; for if the lead was from four cards, 

B. otherwise would block his own suit. This, of 
course, when B. can know that his partner will 
play the 10 following ace, with qu., kn., 10, only. 

17. Third hand holds qu., 4, 3. A. leads ace, 
C. plays 5, B. 3, D. 2. A. leads 9, C. plays k. ; 



I 



-J 



88 AMERICAN WHIST. 

B. should throw qu^ for there must be two 
higher cards than the g in A.'s hand. 

8. Third hand holds qu., lo, 8. A. plays ace, 

C. plays 9, B. plays 8, and D. plays 2. A. plays 
6, C. plays k. ; B. should throw qu., for A. must 
have kn., 7, and a small card. 

9. Third hand holds k., qu., kn,, 2. A. plays 
ace ; it must be at the head of five. B. should 
throw kn., then qu., then either play or lead k., 
for if at any time before these high cards are 
out of the way B. throws the 2, he has blocked 
his partner's suit. 

With any four cards by the play of which B, 
may get in the way of a long suit, he should 
throw his second best to the original ace-lead. 
For example : — 

10. Third hand holds 7, 6, 5, 2. A. leads ace, 
C. plays 8, B. plays 5, and D. 9. A. leads kn,, 
C. plays k., B. plays 6, D. renounces, When A. 
has the lead again, A plays qu„ and B. 7 ; A.'s 
suit is unblocked. If B. had thrown the 2 to the 
ace, A.'s suit would have been blocked. 

11. Third hand holds qu., 9, 8, 3, A. leads 
ace, C. trumps, B. plays 3. When D. has the 
lead he plays k. ; A. plays 2, C. renounces, 
and B. plays S ; D. leads again the j, and A. 
plays 7. Now original third hand B, should 
throw qu., for A. must have kn. and 10, 

Third hand may not be ab!e to get rid of 
cards that may be in the way, but he can an- 
nounce the reason for his play ; e. g. : — 



UNBLOCKING. 8g 

12, Third hand holds qu,, kn., lo, 9. A. leads 
ace, third hand throws lO ; A. leads 4, C. 
trumps, B. plays kn. Afterward D. leads k., 
and B. plays the 9. He must have the qu., 
since he had four of the suit. He played the 10 
first, then the 9 to give the position of the qu. ; 
he would not have done so if he had played first 
9, then 10, then kn. 

13. Third hand holds 6, 4, 3, 2. A. leads ace, 
C. plays S, B. plays 3, D. plays 7. Second, A. 
leads 9, C. plays k., B. plays 4, and D. kn, If 
C. does not lead a trump, the probability is that 
the 5 is his lowest card of the suit ; then B. 
must have the deuce and the 6. Of this A. 
could not have been sure if B. had first played 
2, then 3. 

14, Third hand holds k., qu., 8, 3. A. leads 
ace, C. plays kn., B. plays 8, D, plays 2. A, 
leads 6, C. trumps, B. plays qu., and D. 4, No 
one having played the trey, B, has it ; he must 
have one more card, the k., and of course D. has 
the 10 single. 

15. Third hand holds k., kn., 5, 2. A. plays 
ace, C. plays 4, B, plays 5, D, trumps. D. leads 
a trump; if C. were not calling, B. holds the 
deuce of the suit, so that A. can tell that B. has 
three more and C. has two more. Now, if third 
hand has but three cards, of which he can get 

■ rid by almost any play, A. can count the cards. 



4 



I 



Qo 



AMERICAN WH2ST. 



C. plays 2, B. plays 5, D. plays 4. If A. has the 
3, B. has no more, or but two more. A, leads 
8, C. plays k, B. plays 6, D. plays 7. Later in 
the hand B. discards the 9. D. has qu. ; A. can 
lead for B. to over-trump if he thinks proper. 

17. Third hand holds qu., 9, 2. A. leads ace, 

C. plays 3, B. plays 2 (therefore had not four), 

D. plays 4. A. leads 6, C. plays kn., B. plays 
qu., D. plays k. B. afterward discards the 9. 
D. must have the 10, and A. can force B. For 
if B. had held four of the suit originally, he 
would have played the 9 to the first trick instead 
of the 2. 

18. Third hand holds 10,9, 8, 4, A. leads 
ace ; C. plays 7, B. plays 8, and D. plays 2. A. 
leads qu. ; C. plays k., B. plays 9, and D. plays 
3. When A. leads kn., B. plays the 4 and holds 
the 10. 

A. may lead from five cards, and put B. into 
difficulty about unblocking because of D.'s trump- 
ing on the first round. For example ; — 

19. Third hand holds k., 10, J, 2. A. leads 
ace ; C. plays 6, B. plays 5, D. trumps. After- 
ward A. leads 4 ; C plays kn., B. plays k., D. 
trumps. Third trick, C. to lead. C. plays qu. ; 
B. cannot place the g, and does not wish to part 
with his 10. There is an even chance that, of 
the two cards that A, holds, one may be the 9. 
Perhaps, as it was his lead, the risk might be run. 
But B. can make his ro if he does not throw it 




VNBLOCKmG. gl 

The matter of trumps and trumping, save 
when specified, is not supposed to interfere with 
the run of suits given as examples. They are 
played as if trumps were gone. In the matter 
f the return of the lead, when B. gives back his 
highest card owing to calculation of what is in 
from play, he does contrary to the accepted rule 
of play of returned leads. The hand properly 
played from the first, A. will understand what 
that return means, and that the small card is yet 
in B.'s hand. 

"The return here proposed," says Cavendish, 
"will most likely be a bitter pill for the old 
school of whist-players to swallow. They may 
have been brought up to return the higher of 
two remaining cards, the lowest of three; and 
they will probably continue in that faith. If, 
however, they wish to unblock their partner's 
suits, and to play their cards to the best advan- 
tage, they will have to depart from the cherished 
whist-maxim of their youth, where an ace is led 
originally. If they are content to stand still, no 
one can prevent them ; but they may be sure 
that the whist -players of the future, having noth- 
ing to unlearn, will return any card which expe- 
rience tells them will most probably conduce to 



In the process of imblocking there is there- 
fore frequent necessity for the play of a card 
higher than one that remains in hand. The card 



92 AMEFKAN WHIST. 

that is so played is not unnecessarily high, and 
so does not begin a call for trumps. And if 
another card of the same suit higher than that 
already played is afterward purposely thrown 
instead of the lower card, the play of the lower 
card at any time thereafter does not constitute a 
call. If the play of a card higher than one that 
could have been played might be construed as the 
beginning of a call, the fact that the call was not 
finished at a time when it could properly have 
been finished nullifies any action of the low card 
in reference to a demand for trumps. 

For the practical unblocking in the partner's 
suits, third hand had best do away with the idea 
of calling for trumps. While by the use of a 
middle card of his tierce B, can make a call, 
there is probable chance enough for him to ob- 
tain a lead' and play trumps, if he can be of 
greater benefit to his partner than by unblock- 
ing in his suit. Enough has been said and 
shown in this matter of unblocking to satisfy the 
players that there is a plan devised by the use 
of which they can play to the best advantage 
for the partner's long suit. Whenever A. leads 
an ace and follows it with a low card, B, holding 
four cards exactly of the suit should so manage 
his hand that A, will not be prevented from 
making his long suit. The examples that have 
been given only show the manner of avoidance 
of blocking the partner's suit. These could be 



UNBLOCKING. 



93 



multiplied indefinitely, but instead the general 
rule for play may here be given : — 

When a king is originally led; if third hand 
does not attempt to take the first trick he throws 
his lowest card, unless he cares to call for trumps, 
no matter how many cards of the suit he holds. 

When ace of any plain suit is led originally, 
if C. follows suit, third hand, with any four cards 
of the suit exactly, retains his lowest card. 

When qu., kn., lo, or 9 is led originally, 
whether second hand follows suit or renounces, 
third hand, with four small cards of the suit ex- 
actly, retains the lowest card. 

On the second play, if third hand does not 
take the trick, he plays his middle card. When 
he afterward throws a lower one of the suit, he 
has not called for trumps. 

If third hand retains his lowest card on the 
play of the first trick, and is to return the suit, 

»he is to play his highest card in that suit, al- 
though he holds three at the time. 
It follows, then, that third hand should pay 
special attention to assisting in the establish- 
ment of the original lead, supposing that it may 
be from a strong continuous suit ; but that suit 

I may be stronger or longer in third hand than in 
first. A. holds — as in our first example (p. 86), 
wherein all was easy sailing — ace, qu., kn., 2. 
Suppose A, leads the ace and B. holds k., 10, 9, 
8, 6, 5, three small trumps (clubs), two sm^ 




94 AMERICAN WHIST. 

diamonds, and two small spades. B. can neither 
help nor hinder ; he can but inform. He knows 
the suit can run but once. It is useless for him 
to play one of his best cards, for the suit will 
come out and presently develop. 

If third hand holds k. and two small of a suit 
of which partner leads first ace, then qu., third 
hand retains k., for partner cannot hold the la 

The leads that can be readily traced as the 
heralds of certain combinations that third hand 
is to assist in making available have been ex- 
plained. When third hand must play his own 
cards for the most that he can make from them, 
perhaps requiring instead of affording assist- 
ance, he is liable to finesse, retaining control of 
the suit led. A. leads the 9 of clubs, B. holds 
the major tcnace and a small card. The value 
of the card led is evident, the finesse is in pass- 
ing it ; but if B. passes he must take control 
next play. He can take with qu., open his own 
suit, and when not afterward returning the club 
suit nor leading a trump, the partner can under- 
stand that he bad best play B.'s hand if possible. 

Finessing on your partner's play is a very dif- 
ferent matter from finessing against the partner. 
The qu. or kn. and ace and others are proper 
finesse cards. The 10, holding the k, and others, 
or the 10, holding qu. and others, may as well 
be played upon a small card led as the best card 
that you hold ; for, first, it may be that your 10 



H will draw th( 
W be of much i: 

I 



THIRD HAND. 95 

the ace, and then your high card may 
use to your partner ; and, second, if 
the other cards are with your partner and on 
your right, you will know what is best to be done 
to make those in your partner's hand. In order 
to practise finesse proper, the simplest form, it 
is usually necessary to consider two or three 
hands. For instance, leader throws a low card, 
second hand throws one lower, third hand holds 
k. and 10 and two low ones. Now, the position 
of any one high card besides the k. is unknown 
to third-hand player ; but if his partner has led 
from ace, qu., the kn. is as likely to be on the 
right as with the last player, and if A, led from 
ace, kn., the qu. may be with second hand. It is 
easy to see that the 10 is a correct play. 

On the kn. led, third hand holding ace and 
one only should play" ace and return the small 
one ; holding more than one small card of the 
suit, pass the kn. The lead may be from k., qu., 
kn., and others, or from kn. at head of sequence, 
or with a hand of short tcnaces or weaknesses it 
may be the best of three. In any case you do 
no harm in passing once ; if the card takes, you 
have given information to your partner that you 
had more than ace and another. Moderate 
players, who have seen that the capture of the 
knave with the ace by second hand was good 
play, do not draw the distinction between the 
play made by adversary knd partner, and, hold- 




§6 AiSERICA/f WBtST. 

ing two or more smaQ cards, throw the ace u' 
clear the suit for first player, before th^ ascer- 
tain that the suit is there. K it is not there^, 
B. loses a trick. 

Again, A leads k. of clubs plain suit ; C. 
throws the 5. B. has ace, kn., and five more 
clubs. This suit is to be trumped second round 
if not upon the first, and encouragement must 
not be given to play it again. B. should attempt 
to take with the ace, and lead a trump though 
he has not more than three, especially if be 
holds a card of reentry. 

Do not play k. on kn. led ; the ace is not in 
first or second hand. 

Holding ace and k. to partner's lead, play ace, 
then k. 

Third hand, after trumps are out, holding the 
same suit, to make which trumps were drawn, 
sometimes has opportunityfor announcement of 
his strength. A. knows that B. has clubs in his 
own best suit as first led, but he does not know 
of their quality. Trumps gone, he does not dare 
play a small club that D, may take, for then he 
will bring in the diamonds. A. therefore plays 
his k. of clubs, B. throws the 4 ; A. follows with ' 
ace, B, throws the 3 ; A. may go on with the 
lead, B. has the queen. See Finesse, p. 222; 

The conditions that attach to size of card that 
second band shall throw may seem of little con- 
sequence near the close of the play ; but third 



THIRD HAND, 



97 



band may save a trick. A. leads a small spade 
from kn., 9, and two small- Second hand, with 
two only, to take the trick throws qu., not 7 ; 
third hand k., to draw two honours for one ; D, 
ace. D. holding up the 10 continues the suit; 

A. having last trump passes for B.'s best card, 
and B, makes the 8. B. returns the 3, and A. 
holds the tcnace. 

Third hand holding last trump is most favor- 
ably situated for finesse, A. knowing that B. 
has last trump should throw his highest cards, 
and B. may pass any of them in finesse even 
against his right, He has all advantage ; for if 
fourth hand takes, he must lead up to B., then 
last player. 

Third-hand finesse at times from an original ' 
lead, and frequently upon the after-leads, will 
win trick or throw the lead to advantage. When 
the trumps are declared strong against, deep 
finesse by third hand may be the only plan that 
can save a game. Whenever it happens that 
third-hand player is very weak in all suits,' his 
proper play may nevertheless be of service. It 
simply remains for him to do the best that he 
can. He cannot play what he does not hold, 
but he should play correctly what he does hold, 
no matter of what quality. A, led the qu. of 
hearts, trump ; B. threw the 3. A. led the k, ; 

B. threw the 2, A. read the two more trumps 
1 B.'b hand. A. led k. of diamonds, taken by 



98 AMERICAff WHlST. 

the ace of right-hand adversary who led a club, 
taken by the other adversary who led a spade 
up to A.'s tenace. A. threw qu. of diamonds, 
then a small one that B. trumped, who led an- 
other spade ; A. took and led another diamond, 
drawing B.'s last trump. A. made the rest of 
his trumps and game. B. had announced his 
holding of four trumps, and he took two tricks ; 
but he held a " Yarborough," — that is, not a 
card of any suit above an 8. 

Holding k., kn., and others of plain suit, play 
k., for your return of kn. may be of more avail 
than that of k., even if kn. could have taken; 
besides, you are not playing to keep highest 
cards in partner's suit. 

Holding k., kn., and others in trumps, after a 
call by right-hand opponent, play k. upon a low 
card led, for your partner is playing through the 
calling hand for a purpose, and not to give you a 
chance for doubtful finesse. 

Holding ace or k, and others to partner's play 
of qu. or kn. or lO, after a call from your right- 
hand adversary, pass the lead, unless covered 
second, and even then if passing secures you a 
tenace or permanent control. Your partner has 
played his best card for your advantage When 
trumps are all against you, finesse deeply, and 
lead your cards of weakest suits to partner for 



If your partner calls trumps or holds them and 



_i 



I 



THIRD HAND. 99 

you have not any, but have the lead, play the 
highest cards you hold. Never speculate upon 
anything that you may have, if your partner has 
taken the responsibility of the game. 

It is one of the principles of whist that you 
always play your partner's game, whenever he 
by lead or call has told you that he desires to 
make certain tricks in his suit. 

Never finesse on partner's original lead if he 
has followed, by a small trump, his play of ace 
second hand upon a low card led. 

Holding ace and any number of trumps below 
the qu., play ace upon partner's lead of any card 
except k. or qu., and lead ace upon his call. 

Holding any two high cards in sequence and 
no more of the suit, upon partner's lead play the 
highest. When the other falls, it is not a call. 
The play is informatory, and partner will judge 
as to his future lead. 

If your partner leads or calls for trumps, your 
discard is from your weakest suit ; if the oppo- 
nent, from your strongest. This nde has refer- 
ence to the first lead or call made. It may hap- 
pen that the quality of your suits will not permit 
this conventional discard ; then your after-play 
must explain the situation. But it is not best, 
when you have the opportunity to do so, to play 
differently when both partner and opponent de- 

I sire trumps. Generally you have no indication, 
until too late, to regulate a discard in case that 



I 




lOO AMERICAN WHIST. 

your partner may prove to be stronger in trumps 
than the opponent who has also called or led. 
Follow the rule. If the adversary first leads or 
first calls for trumps, discard from your strongest 
suit. 

Having reference to the directions for un- 
blocking when but three cards of the suit are 
held, it is proper to note the exception in case 
the kn., lo, or 9 is the highest card of the three, 
and when third hand may desire to call upon the 
second round ; e. g., A. leads ace, C. plays 3 ; B., 
holding kn., 8, 4, throws 8 not 4. Second round, 
A. leads k., C. trumps ; B. throws 4 not kn., 
calling, or if he does not desire to call, throws 
kn. This exception provides only for an occa- 
sional situation of other cards in third hand. 




FOURTH HAND. 

Fourth-hand player is not merely a dummy, 
having but to trump a trick or win it, if he can 
do so by overplay. He must know when to take 
a trick, and when not to do so, though in his 
power. He is no more to catch each trick that 
offers than he is to omit to capture what is 
proper for hira to make. For instance, A. B. 
and C. D. were each 26 points ; the rubbers were 
even, the games were even, and when C. turned 
a. small diamond on the last deal, the score stood 
6 to 6. B. led the ace of spades at the head of 
six; qu. falling third hand, he did not continue 
the suit, but threw the kn. of hearts. This was 
taken by C. with ace, who, strong in spades but 
having not a trick beside, and hearts not being 
the original lead, returned the lead. B. threw 
the 10, and A. took with qu. ; knowing B. had 
no more, A. followed with king, B. renouncing, 
A. now — with three tricks in, no call made, the 
major tenace and three of suit in clubs, and k., 
qu., 10, and 6 of diamonds — threw k. of dia- 
monds. C, B., and D. threw small diamonds ; 
A. followed with the 6 of diamonds, B, played 
kn., C. and D. small. B, having no more 
trumps, and satisfied that A. held the trumps, to 



I02 AMERICAN WHIST. 

make the game threw a spade, of which A. 
might have the k. ; if not, he could take the 
trick with a small trump, then play the ace of 
diamonds that he must hold, and the game would 
be won. A. trumped the spade, and then, with 
six tricks in, exultingly threw his ace of clubs 
for the odd card and game. D., fourth hand, 
trumped ; led ace of diamonds and drew the qu. ; 
led a small spade to his partner, who must hold 
k. ; made his last trump upon the return play ; 
made the 5 and 4 of hearts, the odd trick, the 
game, the rubber, and the odd point upon the 
long play. C.'s band by a short-whist or a five- 
point player would probably have been thrown 
down, or at least the announcement made that 
the game was past all hope ; but American whist 
does not tolerate such exhibition. The hands 
must be played out ; and in this case the obeyal 
of the law elicited the manifest astonishment of 
three players. 

A. leads k. from k., qa, kn., and a small card; 
D. holding ace, 10, and others, passes. If A. 
makes the common error of continuing with the 
small card, D. makes two tricks. 

A. leads the k. of trumps at the close of a 
hand from k.,qu.,and 10. D. holds ace, knave, 
and another. If D. takes the first trick, he loses 
both the others ; if he declines to take it, he 
makes both the others. 



A 



w 

■ One mo 

J D. had the 



L 



FOURTH HAND. 103 

One more example from actual play, wherein 
D. had the best of chances to trump and ruin a 
game : — 

Score 6 to 6 ; ^ oi hearts turned by C. B, 
led small spade from four, g high ; A. played qu., 
and C. took with king. C. led 7 of diamonds, 

B. small one, D. the 10, A. the qu. A. holding 
the diamond and high tierce-trump sequence, 
was sure of the game, and, although he had 
played qu. on his partner's lead, thought best to 
risk the return to find him either with ace or 
kn. C. played ace, and led the kn. of diamonds ; 
D. played a low diamond, and A. took with k. 
A., now satisfied that his partner could take a 
trick in spades, first drew three rounds of 
trumps, leaving the thirteenth with D, He 
then threw the best diamond, which D., altkougk 
a sure trick, did not trump, for he saw the policy, 
as he had not a sure trick in clubs or spades, of 
leaving the matter in his partner's hands ; had 
he trumped this best card, he must have led a 
club up to certain destruction. D. believed of 
course as A. did, as they both had reason to do 
from C.'s play, that B. must hold the kn. of 
spades. A. next led the small spade, that his 
partner might make the one trick needed ; but 

C. took it with the 10, followed with the kn., 
then with the diamonds, and lastly with a low ' 
club, a singleton, on which D, must play his 
thirteenth trump. 




104 AMERICAN WHIST. 

The ace, qu., and two small dubs were with 
B., but he would not lead from them at first, pre- 
ferring to be led up to ; after his first lead he had 
no other chance. C.'s play was very fine in this 
example. Cheap players would have endeavored 
to utilize the singleton, or at least would not 
have practised his covering of the spade led. 
But the play is especially noticeable because of 
D.'s understanding what must be done. Proba- 
bly four fifths of the players would have taken 
the sure trick in diamonds ; while D., by not 
doing so, offered one of the recorded demonstra- 
tions that fourth-hand play is no sinecure. 




AMERICAN LEADS. 



The inventions that are at once recognized 
by the student of whist history to be properly 
designated by the above title have been by some 
players confounded with those of more recent 
discovery that are known as belonging to the 
New Play. There is a likeness, but they are not 
the same. 

Again, there are players who consider one of 
the American leads to be but a sort of comple- 
tion or perfection of the " penultimate " once in 
use. The principle and plan of one method are 
all unlike those of the other. The penultimate 
of Cavendish advised simply that there was a 
card remaining in the hand lower than that led, 
no matter how many higher. The American 
lead infonns that there are exactly three cards 
higher than the card led, no matter how many 
lower. The second lead from the penultimate 
play gave no indication of the quality or number 
of high cards left. The second lead by the 
American play gives information of both. For 
instance, A. holds k., lO, S, 7, 6, 4, 2, of a suit. 
Cavendish led the 4 or the 6. There are one 
or two lower, but how many higher .' On the 
second lead, according to the fall of the cacds, 



I06 AMERICAN WHIST. 

any one of the rest is played. What cards re- 
main ? The American lead is the 7 : there must 
be three higher. The second lead depends upos 
the general play, but whatever it is, the remain- 
ing high cards are read. 

The lead by Cavendish was wise, did its work, 
and had its day ; that of Trist is wiser, is doing 
its work, and will be of avail as long as cards are 
played. 

The history of American leads is as follows : — 

Six years ago in April, an illustrated hand of 
whist, by "N. B. T,," of New Orleans, was 
printed in the London "Field." In it, A. held 
ace, qu., kn., 10, 7, of a suit, and he led first 
ace, then 10. It was the germ of a revolutionary 
plan. Cavendish annotated the hand, and, as 
his comments clearly show, did not suspect the 
announcement of the fourth-best card. 

In June, Mr. Trist published another band, in 
which A. leads the original fourth best, and Z. is 
made to lead first ace, then fourth best. 

Two weeks later, " Lincolns Inn " furnished 
a hand in which A. leads first ace s., then 2 s., 
holding three more, and Y., holding ace, k., qu., 
7, 6 d., plays ace, then k., then qu. No adverse 
comment to either mode of play is editorially 
made. 

Mr. Trist, a few weeks later, in a letter to the 
"Field," proposed that after the head of a suit 
had been quitted, the next lead should properly 



)i a suit I 



AMERICAN LEADS. 10/ 

be the original fourth best, showing exactly two 
cards higher. Cavendish wrote that " to formu- 
late such a rule would be more difficult than Mr. 
Trist expected." 

Mr. Trist printed his illustrated play of the 
original fourth best, in defense of his position, 
in May, 1884. That Cavendish had not at that 
date agreed to its supremacy is evident, for in 
June following, Cavendish printed one of his 
own hands, leading the penultimate from a suit 
of seven cards. 

Mr. Trist, having promulgated his plan of the 
leads of ace, then fourth best, and of original 
fourth best, and having clearly shown to the sat- 
isfaction of first-class players everywhere that 
his system was to supersede all others, printed 
his explanation of the manner in which the orig- 
inal leader, when he became second, third, or 
fourth player, should use his equal trickmaking 
cards. He says ; " As some of your readers 
may not be familiar with the American rule, I 
state it as follows : On the second round of your 
suit which you originally led, if you remain with 
two high indifferent cards, both of which your 
partner can infer to be in your hand, play the 
higher if you opened a suit of four cards, the 
lower if a suit of five or more." 

Meantime, while Mr. Trist was presenting his 
^L American leads, he was met by the most deter- 
^H mined opposition. The vituperative a.tticles Vw; 



I08 AMERFCAN WHIST. 

distilled in his mental alembic The following 
remarkable passage in one of his letters admits 
of no reply: "The great majority of players 
lack the quick perception which will enable them 
to take full advantage of the information im- 
parted, but this is no reason why really first-rate 
players should be deprived of that information." 

Cavendish and some others began to see that 
the American system of leads must displace 
that to which they were accustomed, and they 
frankly made known their opinions. But the 
jealousy against Mr. Trist crept out among many 
of the English players. Some of them wanted 
that Cavendish, because he had previously used 
the penultimate, should share the credit. But 
the editor of the " Field " would not have it so, 
and says of " N. B. T. : " " Surely the man who 
conceives a general principle of play stands on a 
higher pedestal than one who proposes a special 
course in special instances." 

One of the English writer-players advocated 
the claim of Cavendish to a share in the author- 
ship of American leads, on the ground that he 
had proposed a kn. from a qu., kn., five in suit. 
The editor of the " Field " very properly says to 
him : " You might as well credit Hoyle with the 
authorship of American leads because, in 1742, 
he proposed the lead of kn. from k., qu., kn., and 
two others." And the editor of the " Field " does 
not hesitate to state with emphasis: "The for- 



^m AMERICAN LEADS. 109 

^P mulation of a general principle of play was first 
^ proposed by ' N. B. T.' To him is due the ex- 
tension to other cases, and the credit of the 
generalization." 

Mr. Trist gives Cavendish much praise for his 

(assistance in the publication of his plans. In a 
letter to " G. W. P.," Mr. Trist says: "It is a 
source of great satisfaction to me to see that 
American leads meet with such hearty approval." 
And he adds : " Cavendish of his own accord has 
admirably analyzed the unblocking system of the 
third hand, and he should have the credit, by his 
earnest efforts in the ' Field,' magazines, and lec- 
ture-rooms, of getting American leads adopted 
by the best players." The unblocking system 
is as old as Folkestone, but its application in 
the very extended analysis in "Whist Develop- 
ments" is, on the part of Cavendish, ingenious, 
and, before the recent introduction of the " New- 
Play," was well-nigh exhaustive. 

The enmity to anything original, however 
good, did not abate among the English players. 
On the 24th of January, 18S5, " Harry Andrew " 
arranged a hand which by the order of Ameri- 
can leads might lose a trick, and, placing out of 
view the whole value of information given to 
partner, insisted upon leading the lowest card 
from a suit of six. 
H Onjanuary 10, 1885, "Mogul, "oneoffhe"un- 
H compromising bulldogs," who "agrees to noth- 



I 



no AMERiCAN WHIST. 

ing," whose " personal rights are paramount to 
all considerations" (the quotations are the words 
of one of " Mogul's " contemporaries), deter- 
mined not to acknowledge whatsoever could be 
considered an innovation upon a plan that, once 
having been thought proper, must be forever de- 
fended, argued in the "Field" that A, holding 
qu., lO, 8, 7, 4, 2, of a suit, should lead the 2. 
Cavendish, who had been converted to the new 
theory, endeavored to show him that even the 
Cavendish idea of the penultimate lead would 
not answer, but that the American lead of the 7 
was the only proper lead to make. 

Cavendish tells " Mogul," as " Mogul " states, 
"with the tone of an absolute whist dictator, 
that the penultimate is to be abolished alto- 
gether, — that it will abdicate in favor of the 
card of uniformity, the fourth best." " Mogul " 
says : " Cavendish twits me with being, as re- 
gards my view, a minority of one, but this only 
proves his ignorance of the views of the players. 
Does he think his disciples constitute the entire 
world ? " 

From a letter of an American whist player, we 
quote : " The short - whist players seem to have 
an idea that Hoyle patented whist, and that, his 
patent having expired, Cavendish alone sells the 
manufactured article." And there are those 
who cry, "Hoyle is great, and Cavendish is 
his prophet ! " But Cavendish, on the evening 




AMERICAN LEADS. 1 1 1 

of Wednesday, February 25, 1885, in the draw- 
ing-room of the United Whist Club in London, 
read his lecture upon American leads, advising 
their adoption because of their superiority, and 
stating that " they owed their full development 
to Nicholas Browse Triat, of New Orleans, 
U. S. A." 

American leads were adopted in this country 
and put into practice immediately upon their 
announcement. The fourth best, as matter of 
principle and play, and not as a penultimate 
card merely indicative of one lower held, was 
instantly in favor here among the best players. 
The invention of American leads is not, however, 
a single but a treble order. The American 
leader at once accepted the fact that, (i) if he 
led a low card, it was because he had exactly 
three of the suit that were higher ; (2) if he 
led a high card, and followed with a low one, 
he held exactly two cards higher than his sec- 
ond lead ; (3) that, having led a high card when 
following with another high one, he played 
the highest one of two equally good if he held 
but four cards originally of the suit, and the 
lowest of the two if he held five or more of the 
suit. 

Although Cavendish, who invented the " pe- 
nultimate," confesses that the mode and its pur- 
pose are no longer of use and has abandoned 
the term, it is all in vain to present his argu- 



112 AMERICAN WniST. 

nients or those of Mr. Trist to the " Moguls " of 
Europe or America to the effect that the fourth 
best and the penultimate belong to two different 
rules in play, both as regards principle in lead 
and the end sought to be attained. 

For the convenience of players who care to 
read in detail special directions concerning orig- 
inal leads, we print instructions, making the 
proper changes in conformity with the new 
order, from " Whist Developments," the com- 
pilation of Mr. Trist's explanation of his theory. 
showing American play under its three compul- 
sory maxims. 

Low Card Led. 

With an average strong suit containing four 
cards, when the suit is opened with a low card, 
the lowest is the card selected. The third hand 
is expected to play his highest card; therefore 
to lead a high card would be an unnecessary sac- 
rifice of strength. 

Take as an example such a suit as qu., lOj 8, 
7. This is a suit of minimum numerical 
strength; that is, of four cards exactly. From 
this combination the lowest card, the 7, is led 
originally. 

Here American leads propose only a change 
of nomenclature. The 7 is led on either the old 



AMERICAN LEADS. l\% 

or the new system. But instead of calling the 
smallest card of minimum numerical strength 
the lowest card, it is now to be called ^^fourth- 
best card. 

When the fourth-best card is led, the third 
hand knows the leader holds three other cards 
in that suit, all higher than the one led, — in 
the example, three cards all higher than the 7. 

Now add one more card in this suit, say the 
4. The leader's suit is qu., 10, 8, 7, 4. 

The abandoned rule and the American rule 
again coincide. On either system, the 7, the 
penultimate card of iive, is led. The nomencla- 
ture only is altered ; instead of calling this card 
the penultimate, it is called, as before, the 
fourth best, counting from the top of the suit in- 
stead of from the bottom. 

Now let another card be added, say the 2. 
The leader's suit is qu., 10, 8, 7, 4, 2. From a 
suit of six cards, English players still lead the 
penultimate ; some lead what they call the ante- 
penultimate. It does not appear that any good 
reason can be assigned why the player should 
change from the 7 to the 4 because in addition 
he holds the 2. Hence, discarding the terms pe- 
nultimate and ante-penultimate, the American 
method still takes the fourtk-best card — the 
card of minimum numerical strength — as the 
one to be selected for the original lead, 
garding any or all lower cards. 




-as the I 

d, disre- ^^^h 



114 



AMERICAN WHIST. 



Every suit, then, opened with a low card, 
whether of four or more cards, is treated as 

though the cards below the fourth best were not 
in the leader's hand ; and whatever low card is 
led, the third player can always place in the 
leader's hand exactly three cards higher than the 
one first led, as shown by the following tabu- 
lated example : — 



From qu,, lo, 8 



qu., 



Lead 



qu., 10, 

The fourth-best card — in the above example 
the 7 — is sometimes called the card of uniform- 
ity- 

The first maxim laid down by American leads 
is, — 

When you open a suit with a low card, lead 

your FOURTH BEST. 

It is said that no advantage is gained by show- 
ing your partner that you hold sbc or seven cards 
of a suit. That, however, is not the point. 
What you do show, and what you want to show, 
is that you invariably hold exactly three cards, 
all higher than the one first selected. 



A k. 



J 



AMERICAN LEADS, 



IIS 



High Card Led {followed by low card). 

When ace is led, from ace and four or more 
small cards, the second lead, according to the 
English play, is the lowest card. The same 
when king is led from king, queen, and small 
cards, and the king wins the trick. Also, when 
lo is led from king, knave, lo, and the lo wins 
the trick. 

According to the American play, the second 
lead in these cases should be the original fourth 
besty — the card which would have been selected 
if the suit had been opened with a small card. 
Whatever low card is led, the third player can 
always place in the leader's hand exactly two 
cards higher than the one selected for the sec- 
ond lead, as shown by the tabulated example : — 



Lead 




Then 




From ace 


kn., 9 


8 


7 


" ace 
** ace 
" ace 


kn., 9 
kn., 9 
kn., 9 


8 
8 
8 


7,5 

7,5 
etc. 



The second maxim laid down by American 
leads may be thus stated : — 

On quitting the head of yo7ir suity lead your 

ORIGINAL FOURTH BEST. 

The above rule applies to the second round of 
the suit only. 



Il6 AMERICAN WHJST. ^^H 

Readers of these pages, which are addressed 
only to advanced players, are supposed to know 
the ordinary leads. But as the volume may fall ' 
into the hands of those who are not familiar with 
the mode of leading from high cards, the follow- 
ing table of leads is inserted. 

TABLE OF LEADS, NO. I. ^ 


F^- 


Lbad 


Ace, k., qu., kn. flrumps) 

Ace, k.,qu.,kn. (plain suits) 

fiCe., k., qu. only (trumps) 

Ace, k., qu.only (plain suits) 

Ace, qu., kn., 10 

Ace, qu., kn. (more than one small) 

Ace, qu., kn. (one small} 


Kn., then ace 1 
K., then kn. 
Ace. then k. 
Ace. then k. 
Ace, then lo 
Ace, then kn. 1 
Ace, then qu. , 


K.,qu.,kn,. 10 

K., qn., kn. (more than one small) 

K.,qu.,kn. (one small) 

K., kn., 10. 9 

K.,kn,io 


K. J 
Kn. 1 

K., then kn. \ 

9 1 


Qu,. kn., lo. 9 

Qu, kn., lo (more than one small) 

Qu., kn., 10 (one small) 


Qu., then 9 
Qu.. then To 
Qu., then kn. 


Kn., to, 9, 8 

Kn,,IO,g (more than one small) 

Kn., 10, 9 (one small) 


Kn,, then 8 
Kn., Ihen o 
Kn., Ihen lo 


lo, 9, 8. 7 (trumps) 

to, 9, 8 (more than one small, trumps) 

ID, 9, 8 (one small, trumps) 

10, 9, S (one small, plain suits) 

lo (any other two) 


fourth best 
10, forced 


^ ^ 



r 



AMERICAN LEADS. 



High Card Led {followed by high card). 



It will be observed that ia some cases the 
higher of two high cards is led on the second 
round, when the suit consists of only four cards ; 
but that when it consists of more than four 
cards, the lower of two high cards is led on the 
- second round. 

Refer, for instance, to ace, qu., kn., where ace 
is followed by an honour. With four of the suit, 
ace then qu. is led ; with more than four, ace 
then kn. The reason is, that if partner remains 
with k. and one small one after the first lead, the 
leader, holding five or more originally, desires 
the k. to be played to the second trick, so that 
his suit may not be blocked. But if the leader 
had only four originally, he cannot afford to let 
the second trick be won twice over, as then 
there is a much greater chance that the eventual 
command will remain against him. 

It follows that if A. leads originaUy ace then 
qu., B. will place kn. and one small one in the 
leader's hand ; if A. leads ace then kn., B. will 
place qu. and at least two small ones in A.'s 
hand. 

So, also, if qu. is led originally. Ace may 
be thrown second hand. A. afterward has the 
lead again. If he has led from only four cards, 
he cannot afford to waste his partner's singly- 



4 



Il8 AMERICAN WHIST. 

guarded k., so he now leads the kn. But if he 
holds two small cards in addition to the kn. and 
lo, he wants B.'s k. out of the way. Therefore, 
with kn., lo, and more than one small card re- 
maining, he goes on with the lo. Again, he 
leads the higher of two equal cards when he 
held but four originally ; the lower when he held 
more than four. See Tables of Leads, Nos. I. 
and II. 

And B. will count his partner's hand. The 
lead was from four cards at most, if qu. is 
followed by kn. ; from five cards at least, if qu. is 
followed by lo. , 

Now suppose qu. is led, and that the second 
hand puts on the k. A. gets the lead again, 
and all question about B.'s blocking the suit is 
at an end. That, however, is no reason why A. 
should refrain from informing his partner 
whether the lead was from four cards or from 
more than four. A. therefore pursues the uni- 
form plan of continuing with the higher of his 
two indifferent high cards when he led from a 
1 of four ; and of continuing with the 
lower of his two indifferent high cards when he 
opened a suit of more than four. 

The same applies to kn., lo, 9. Kn. followed 
by 10 signifies 9 and at most one small one re- 
maining; kn. followed by 9 signifies 10 and at 
least two small ones remaining. 

Now, what American leads propose here is to 




AMERICAN LEADS. 1 19 

make the rule constant by extending it to other 
cases. Thus, with k., kn., 10, the ro is led. 
If the 10 forces the ace, and A. gets the lead 
again, he has no alternative but to go on with 
the king, as his high cards are not of indiffer- 
ent value ; consequently, no information can be 
given as to the number of cards led from. But 
suppose the 10 forces the qu., or both qu. and 
ace, and that A. obtains the lead and desires to 
continue his suit. His k. and kn, are high in- 
different cards, both marked in his hand, and it 
is in one sense immaterial which of them he 
leads. But he may as well tell his partner 
whether he led from four cards originally, or 
from more than four This he can do by pur- 
suing the uniform plan of selecting on the sec- 
ond round the higher of his two indifferent 
cards, — namely, the k., when he remains with 
k., kn., and only one smalt one ; or by selecting 
the lower of his two indifferent cards, — namely 
the kn., when he remains with k., kn., and more 
than one small one ; just as he would, for exam- 
ple, in the case of a lead from qu., kn., 10. To 
know whether your partner led from k., kn., 10, 
four in suit, or from k., kn., 10, more than four in 
suit, may be of great value, especially in trumps. 
Hence the third maxim of American leads, — 

Wiik two high indifferent cards, lead the 
HIGHER if you opened a suit of four ; the lower 
ifyoH opened a suit of five. 




I20 AMERICAN WillST. 

Suppose the lead is 9 from k., kn., 10, 9. 
Whether the leader also holds the 8, or smaller 
cards, makes no difference. The 9 is still led, 
as it is the card which immediately conveys the 
greatest amount of precise information. The 
qu. comes out, and A. has the lead again. He 
now holds three high indifferent cards. If he 
leads the k., he remains with kn., ro, only. If 
he does not lead the k., he remains with k., kn., 
or k., 10, and at least one other card of the suit. 
As between the lead of the kn. or the 10, on the 
second round, those who care to play the finest 
whist prefer the kn. with only one small card, 
the 10 with more than one small card, widening 
the order by leading the lowest of three in- 
different cards when the suit led from con- 
sisted of at least six: cards. The information 
of most value is, that the lead was from more 
than four cards, and that the leader remains 
with the command. This is known, whether the 
kn. or 10 is the second card led. The example 
is given more to show fine players the effect 
of uniformity of play on B.'s inferences than to 
proclaim a rule by which the leader may show 
whether he opened a suit of four, five, or six 
cards. What is particularly insisted on is, that 
the leader is not to go on with the k. (qu. being 
out first roimd), when he led from more than 
four cards. 

With ace, k., qu„ and one more of a plain suit. 



AMERICAN LEADS. 121 

k. then qu. is led, as, upon the lead of the k., four 
cards, one of them the ace or qu., are proclaimed. 
But in trumps the qu. is first led. Ace and 
king are now indifferent cards. After what has 
already been said, it is hardly necessary to ob- 
serve that if after qu. the leader proceeds with 
the ace, he led from at most four trumps ; if 
after qu. the k. is led, the leader remains with 
ace and at least two small trumps. The infor- 
mation conveyed by the selection of the k. rather 
than the ace, on the second round, or vice versa, 
may be of the utmost value. 

Leads from k., qu., and small cards beside are 
not entered in the table, p. r i6, because, since the 
adoption of the new play, former leads are obso- 
lete, and knowledge of correct management can 
only be given with analysis in the regular order 
of leads, pp. 3l-6lt 

With ace, k., qu., kn, of trumps, a proper way 
in which the leader can declare to a certainty 
that he led from a quart-major is by leading kn. 
then ace ; for an adverse strong hand, not object- 
ing to having trumps out, may hold up the ace 
on the first and second rounds. Hence, after 
kn. has been led, ace, Ic, qu, are not indifferent 
cards. After the second lead of ace, k. and qu. 
become indifferent cards. Consequently, if k. is 
led on the third round, the leader remains with 
qu. only ; if qu, is led on the third round) the 
leader remains with k. and at least one small 



122 AMERICAN WHIST. 

one. With such very powerful cards it will 
perhaps make no difference whether k. or qu. is 
led on the third round ; nevertheless, it is most 
proper to follow rule for the sake of uniformity. 

If the leader opens an ace, qu., kn., lo suit, 
he leads ace, then lo, irrespective of the number 
he holds in the suit. He thus at once demon- 
strates great commanding strength, and enables 
his partner to unblock should the third hand 
remain with k. singly guarded. The number of 
cards led from is not declared. Qu. and kn. are 
now marked in the leader's hand, and they are in- 
different cards. If on the third round the qu. is 
led, the leader remains with kn. only ; if on the 
third round kn. is led, the leader remains with 
qu. and at least one small card. 

From ace, qu., kn., lO, g, the old lead was 
ace then g. But this leaves the third hand in 
doubt whether A. remains with qu., kn., lo, or 
with qu,, lo, or with kn,, lo. The most cer- 
tain information of commanding strength is con- 
veyed by 10 after ace. Consequently, on the 
American plan, if ace is followed by 9, A, can 
only hold qu,, to, or kn., 10, and at least one small 
one. If neither qu. nor kn. falls, and B. does 
not hold one of them, precise information is not 
given as to the command. If either kn. or qu. 
falls, the other honour and the lO arc marked in 
A,'s hand. These cards are indifferent cards. 
The lead of the honour on the third round shows 



AMERICAN LEADS. 



123 



an original lead from five cards exactly ; the 
lead of the lO on the third round shows more 
than five. 

However, it must not be forgotten that there j 
is such a thing as an exceptional original lead. 
Thus, if A. leads qu. and then kn., he may hold 
lo only, or one small one only, or lo and one 
small one. Hence the only certain inference 
E. can draw is that A. has not led from qu., kn., 
10, and more than one small card. ' 

Again, the play of third and fourth hands 
may be occasionally modified by the successful 
covering of a medium card by second hand. 
Under these circumstances third hand should 
be cautious in returning his partner's lead ; I 
fourth hand should be more ready, if he has [ 
no special game of his own, to return the lead I 
through the strong. 



w 


124 AMERICAN WHIST. ^^^H 


The following Table of Leads sums up the 


treatment of suits when a high card led is fol- 


lowed by a high card : — 


TABLE OF LEADS, NO. II. 




L^D 


From 




Suit 


.rt 


-1 


3d 


Ace, k., qu., kn. (tcumpa) 




Kn. 


Ace 


Qn. 


Ace, k., qu„ kn. (trumps) 




Kn. 


Ace 


K. 


Ace, k., qu^ kn. (pUin sutU) 




Kn. 


Ace 


K. 


Ace, k., qj., kn. (plain suits} 




K. 


Kn. 


Ace 


Ace, k., qu. (tnimps) 




Qu. 


K. 




Ace, k., qu. (trumps) 




Qu. 


Ace 




Ace, qu, kn., 10 




Ace 




Kn. 






Ace 




Qu. 


Ace, qu.', kn.', and small 




Ace 


Kn. 




Ace, qu, kn., and small 




Ace 


Qu. 




K., qu., kn., 10 (trumps) 




,0 


K. 




K., qu., kn , 10 (trumps) 




K. 






K., qu., kn., 10 (plain suitsl 






K. 




K., qu^ kn, 10 (plain suits) 




K. 






K, qu., kn. 




Kn. 


Qu. 




K, qu., kn. 




Kn. 


K. 




K, kn, 10, 9 




g 


Kn. 




K:kn^o^| 




9 


K. 


1 


K, kn, 10 






Kn. 


1 


K, kn, 10 




10 


K. 




Qu., kn, !□, 9 




Qu. 


9 


10 


Qu., kn, 10, 9 






9 


Kn. 












Qu.; kn.; 10 




Qu 


Kn. 




Kn., \o. 9, a 




Kn. 


8 


9 


Kn,l0,9,B 




Kn. 


8 




Kn.. .0,9 




Kn. 


9 




Kn.;to.9 




Kn. 






10. 9, S, 7 (trumps) 






10, 9, 8, 7 (trumps) 
10, 9,8(t.uinpsl 




fourth hest. seep. 47 


10,9, 8 (trumps) 


■* 


, 


L . -i 




THE NEW PLAY. 

This term, which, together with that of Ameri- 
can Leads, is already merged in the expressive 
name American Whist, is given to very recent 
improvements by several fine players in lead 
and follow, upon time - honored conventions. 
The inventions of Mr. Trist in lead and manner 
of play are applicable, as tiiey were intended to 
be, to the English game ; but in their entirety, 
and in the scope of the additions to and varia- 
tions of the mode of former practice, the Ameri- 
can game appropriates and makes available all 
the advantages that both plans can offer. The 
"new play" is nearly related to the celebrated 
" leads," but it has distinct directions. Its object 
is to present and determine the numerical force 
of a suit. Its order dififers from that of the 
"leads" because it provides for opening the 
intermediate suits, and for continuing the play 
by consultation of card rank ordy. It proposes 
to inform of number of lower cards than the 
lead as definitely as the " leads " inform of higher 
cards than the lead. It considers the limitation 
of the acting value of ail but the two highest, 
and does not interfere with the conventional 
play of those that are not trickmakers. For in- 



126 



AMERICAN WHIST. 



1 



stance, it leads the i o, not as the head of a se- 
quence, since it could not take a trick nor assist 
in taking one, but as a representative of one of 
the highest cards that can. Again, it leads the 
knave at the head of a long sequence, according 
to former play, for that card is of service to the 
residue of its suit. It leads the qu, and not the 
k, when k., qu., and three more are held, but does 
not lead the kn. if qu., kn., and three more are 
held. The k. at the head of the first named 
series is a trickmaker, but the qu. at the head of 
the last named series is not. It leads the qu. 
when ace, k., qu., and others are held, because the 
qu. is the equal of the head of the sequence ; 
but it also leads the qu. at the head of its own 
sequence, because no one of that sequence is a 
master card. By the American lead of the 8, 
you know that three higher cards are held. By 
the new play of the qu., you know that three 
lower cards are held. 

It deals with sequences only, and regulates 
their play. Combined with the orders for Ameri- 
can leads, it completes a system for the theory 
and practice of American whist. 

Cavendish recognizes that a portion of its influ- 
ence can be used in English whist, but because 
of its newness, and the necessity of knowing the 
manner of its application, he very properly says, 
" It will, for the present at least, be accepted only 
by players of the first force." 



THE iVEtV FLAY. 127 

It is claimed that some of the leads were dis- 
covered and appropriated before the plan for 
their play had been submitted and explained. 
In its completeness, however, it is of recent in- 
vention, several of the most valuable plays that 
can be made under its system having been 
planned by American players during the sum- 
mer of 1S89. 

Mr. N. B. Trist, of New Orleans, concerning 
the new play writes : — 

The following is the substance of a conversa- 
tion which took place over the whist table a few 
days ago : — 

Partner. What is the matter with you, T. ? 
You originally led qu., holding, as it turns out, 
ace and k. also. 

T. I did so because I have been of the opinion 
for some time past that jt is the proper lead in 
plain suits when the leader holds more than 
four of his suit. When my qu. went round you 
should have known that I had ace, k. ; and when 
I followed with ace you knew that I held five of 
the suit, ail of which information I could not 
have given you by leading k. 

P. I do not exactly see how I could know 
in the first round that you also held ace and k, ; 
until you led in the second round, I gave you 
credit for kn., 10. 

T. If you had reflected a moment, you would 



128 AM£S1CAX IVBIST. 

bare nodoed that when my qn. went nHind, my 
le&4iatid adveisaiy did not bold both ace and k., 
or he would have taken my qo., and, be not hold- 
ing both, his partner must have one of them, 
in which case my qu. most have been captured. 
This not happening, I must have ace and k. 

P. Trae, But suppose second hand trumps ? 
[ can see it makes no difference if fourth hand 
does so. 

T. Then you would be in no worse predic- 
ament than if, k. being led, it is trum[>ed on 
the first round by second player ; in fact, your 
chances are much better for ascertaining the 
nature of my lead, for there remain two tell-tale 
cards, the kn. and lo, either of which you may 
hold, or may fall from fourth hand ; while if k. is 
led, there is no card left to obtain the lead, for 
we are assuming that it was from ace, k, qu, 
P. How would it be if I had none of the suit ? 
T. Pass the qu., of course. Allow my suit to 
become established ; ace or k., falling from sec- 
ond player or in your hand, would settle any 
doubts about my lead. 

Conservative Adversary. It seems to me you 
are always after something new. I hope that 
this is the last innovation you have to propose. 

T. Sorry to say, I must once more run counter 
to your prejudices, for I have come to the con- 
clusion, in my home-rubber practice, that, with 
ace, k., qu., kn., with one or more others, kn. 



THE NEW PLAY. I2g ' 

should be led in plain suits, just as it is in 
trumps ; the three remaining indifferent cards 
should be used in second round, to indicate 
number. An advantage over k. then kn. 

P. These leads are not in any of the books. 

T. They will eventually get into the books. 

Conseniath'e Adversary. Or any other place, 
where I hope they will be buried forever. Let 
us go on with the game. 

They have "got into the books," and that 
book or treatise upon whist that does not credit 
them win be of small avail. The conservative 
adversaries of system, which they do not appre- 
ciate and will not understand, must be allowed 
to sneer at progress and go on with their game. 

Henry Jones (Cavendish) writes : "As, when 
I suggest any departure from the whist track 
trodden by our ancesto^s^ I am always met with 
certain stock arguments, I have taken care this 
time to anticipate the strongest of them, viz., 
that only practical experience at the whist table 
can decide whether the proposed innovation {as 
my critics always call it with a sneer, as if inno- 
vations could on no account be permitted at 
whist) is sound and useful. I have played, in 
the manner proposed, with partners of the first 
force, and all to whom I have explained the 
method have adopted it, and consider it very 
useful indeed." 



I30 AMERICAN WmsT. 

The plan and play, and manner of the play, are 
all American. The order for it was given by Mr. 
Trist in the "Field" of May, 1884. The man- 
ner of it is an extension or carrying out of the 
plan that proposes to designate numerical force 
by the original lead, and that also proposes to 
specify of what that force consists. 

The intimation is, that, by the adoption of the 
American Leads and the New Play, certain cards 
now led have more and different expression than 
formerly, while the order of conventional play is 
not disturbed. Thus, the ace is led as it has 
ever been, and, followed by the k., proclaims no 
more ; but it is also led and followed by the k. 
when there are three more, and it is led without 
the k. and there are four more : followed by the 
qu. as formerly, there are two more ; by the kn., 
there are three more. The k. is led as hereto- 
fore to tell of ace or qu. and two beside ; but it 
is not now led to tell of more than four in all, 
except in trumps. In plain suit, k. from ace, 
k., qu., kn., only ; ace, k., qu., and but one 
small ; ace, k., and one or two ; k., qu., and one 
or two; and in trumps, from k., qu., 10, and 
three. The qu. is led from ace, k., qu., and two 
or three; k., qu., and three; qu., kn., 10, and 
two or three ; qu,, kn., g, and two or three ; 
and qu„ kn„ and two smaller than the 7, The 
kn. is led from ace, k., qu., kn,, and others ; k., 
qu, kn., and two small; at head of sequence, 



THE NEW PLAY. 13I 

and when in trumps, k., ku., 10 are held. The 
10 is led at the foot of quint-sequence, of quart- 
sequence with others, when k. and kn. are held, 
and never at the head of sequence. The 9 is 
led if k. and kn. and any others, excepting ace 
and qu., are held, and never otherwise. 

In no event will partner trump original lead of 
qu., kn., 10, or 9. 



In whist play no deviation is made in the rule 
for the last card of the deal to act as trump and 
to be turned ; such innovations as the cutting 
the trump from another pack, or the hiding the 
trump in the playing pack, being of course re- 
jected. In truth, each player forms more or 
less his plan of play upon the card, no matter 
what its denomination, that is turned as trump. 
Much of the nicety of calculation based upon 
the trump exhibit would be lost by any mode 
other than that which allows each dealer in turn 
to show and to hold the trump card. 

This rule has for a long time stood unchal- 
lenged. Any change that is a manifest improve- 
ment must of course be made, but such change 
must be shown to deserve universal recognition. 
Among the diversions from regular practice, 
there is one that has certain club sanction. It 
consists in cutting the trump card from the still 
pack, and allowing it to remain in sight during 



132 AMMRrCAN WHIST. 

the play of the hand. The argument in favor of 
this course is, that all the cards should be located 
by the development of the hand in play, and not 
by exposure; that if the trump is one of the 
dealer's cards. Lis opponent's play concerning it 
is not determined by legitimate inferences, but 
by exact information ; that irregular play on the 
part of dealer and others is the consequence of 
the exposure ; and that playing through the card 
which is defenseless for the purpose of its cap- 
ture is taking advantage of a known situation. 

The reply is, that the card turned before the 
play begins is not exposed as one that calls for 
penalty ; that each player in turn is made sub- 
ject to whatever issue may come from his single 
holding, and the whole play is uniform ; that it 
is not best to have the constant trump reminder 
before the players ; that the knowledge of the 
especial card in the dealer's possession is of as 
much avail to the partner as to the opponents ; 
that irregular or improper play need not be 
resorted to on its account ; that every player 
makes better play, in accordance with the best 
system, by the knowledge of the situation of the 
trump card and its rank ; that playing through 
it for its capture is only what is done at all 
times as soon as the location of a card is known ; 
and that the absence of an index card in hand 
at the beginning of the play and throughout the 
play would largely detract from the facility of 



THE NEW PLAY. 133 

making calculations which may depend more or 
less upon the rank of the trump, and which, by 
attempted assistance by partner and attempted 
defeat by adversary, form the basis of interest 
in the management of the cards. 

The order of leads is not interrupted, however, 
if the trump card is not turned from the player's 
pack. 



SPECIAL TOPICS. 

Folkestone spoke wisely when he said, 
" Study your partner's hand," The routine 
player seldom takes this advice into account. 
E. opens the play with the 8 of hearts. D. plays 
the 7. A. holds the ace, qu., kn., and two small 
hearts and five trumps, with major tenace. He 
should instantly see that the S will take the 
trick, that D. has no more hearts, and that if he 
passes it his partner will at once give him a 
trump. But he sees nothing of the kind. He 
flings the kn. upon the 8, thinks he has made a 
successful finesse because C. did not play king, 
and leads a trump because of his and his part- 
ner's hearts ; B. plays the kn. of trumps, and D. 
captures it with king. A. has lost a trick, — 
perhaps more than one, for he may be forced, — 
but all the time he firmly believes that he is 
playing whist correctly. 

Perhaps good advice about general play is to 
the effect that if you are strong in trumps you 
are to play your own game, and while of course 
consulting what may be done by partner, induce 
him, by evidence that you are able to carry more 
than he can, to play for you ; vice versa, if you 
are weak in trumps, play your partner's game. 



_J 



SPECIAL TOPICS. 135 

Having sequence of qu., kn., 10, from which 
you lead qu. and it takes, follow with kn., and, if 
it takes, with 10; the k. maybe on your left. 
This especially if you care to force right-hand 
adversary ; for if ace and k. are both in partner's 
hand and C. can follow, it may be D. must 
trump : at any rate, you leave B. with best card, 
perhaps as a thirteener. 

After one round holding three cards of differ- 
ent grade and no winner, if you return your 
partner's suit, play the low card ; having two, 
play highest ; but if you hold the winner, play it 
without regard to number. 

When you return the opponent's play, lead 
through the strong suit up to the weak. If C. 
has led from any suit of which D. has not a high 
card, you can judge if under-play had best be 
tried. 

When you can keep the best card of the oppo- 
nent's suit, knowing that your partner has cards 
of that suit, or not wanting to have him after- 
ward forced by their play, retain the command. 

Players affected with the trumping mania 
sometimes willingly give up their advantage in 
order that the suit may be led up to be trumped. 
To have the highest card out of the way was 
what the adversary wanted, and he will at once 
draw the trumps, or play the force if more to his 
benefit, and afterward make his suit. 

Unless purposely finessing upon partner's 



136 AMERICAN WHIST. 

lead, holding the strength, get rid of the com- 
niand, that he may make his high cards. When 
partner leads an ace, and of the suit you have 
four small cards, or three in sequence and one 
small one, play the third best card ; when he 
leads again, the second best. If the suit is 
again led, or after trumps are out, when it is led 
play your highest card ; for your partner hold- 
ing two more, one of which is larger than your 
small card, makes both of his, whether you lead 
to him or he has the play. 

If partner leads a knave and you hold ace and 
more than one small one, do not play ace unless 
to cover second-hand higher play than kn„ for 
he may not have led from k., qu., kn., and two. 
If, however, kn. takes and he continues with qu,, 
take with ace, that you may give back the small 
one ; if you have but ace and one small one, take 
kn. with ace, and at the proper time return the 
small one. 

If you know by the lead and fall of the cards 
that partner plays from five of a suit of which 
you have but three or four, be sure to get out of 
his way, so that your last card will not interfere 
with either that he holds. See Unblocking, 
p. 86. 

You can get out of partner's way in the 
trump suit as well as in a plain suit. If you 
know that he is desirous of getting them out, 
take what he leads with ace, having but one 
more, playing back the othei caiA a.'i Qi\ce. 



SPECIAL TOPICS. 137 

The system of American leads allows part- 
ners to give constant information to each other 
in course of play. The leader throws an ace 
and follows with small card ; whatever that card 
may be, the leader holds two in the suit that 
are higher, so that, by what the partner holds 
and what falls upon the second play, third hand 
may often read the two or even the three cards 
that remain. Again, the leader throws a small 
card, — he has three higher ; third hand should 
carefully study to learn what they are. Again, 
leader throws a 9, — he has k. and kn. ; and if 
when again he leads he plays the 10, he holds 
two or three more of the suit, and those high 
cards. See American Ltads, p. 105. 

In the matter of reply, the partner may in- 
form of his own holding. If he has four cards 
of the suit, he throws the third best ; and then, 
in accordance with the fact of whether his part- 
ner or himself should keep control so that all 
the tricks possible be made in that suit, he 
plays best card in the third lead or follow, or re- 
tains it, playing the small one, — the play so 
made, after the chance to call in the first place 
not taken, not being interpreted as a call for 
trumps. 

If during the play you throw away the highest 
card of a suit, it follows that you hold command 
of that suit (or have no other cards than trumps 
in hand) ; that is, you hold the next cards in se- 



AMERICAN XVmST. 






quence. If you throw a second-best card, you 
should have no more. 

As in playing the only two cards of the suit, 
ace, k., you lead the ace, then k., showing no 
more, so with other cards in simply double se- 
quence. For example ; you play k. from k., qu. ; 
qu. from qu., kn., etc., whether you lead or play 
to partner's lead, unless he leads a higher card. 
If he plays 5 of spades and you play qu. and take 
the trick, returning kn., you have no more, but 
do not call for trumps by the play. Of course, if 
you take with kn., then play a small one, then 
play qu., you have yet another ; if you take with 
kn.. then play qu., then play a small one, you can 
have no more. 

Cavendish was a long time deciding about the 
play of ace then k., and also about the lead of 
k. then kn. from the four highest cards ; but 
he has now accepted both. They were printed 
in "American Whist " ten years ago. He is giv- 
ing the best possible attention to the system of 
American leads, the letter-press of his late edi- 
tion being changed from the preceding ones to 
conform to the new order of things; and his 
" Whist Developments " presents the plans of the 
American inventor with regard to lead and un- 
blocking exhaustively, but liable to revision now 
that the orders for the "new play" are intro- 
duced. 

The difference that exists in the manner of 



SPECIAL TOPICS. 139 

play by the different methods is more apparent 
in the management of trumps than from any 
other agency. Short-whist play insists that the 
"primary use of strength in trumps is to draw 
the adversary's trumps for the bringing in of 
your own or your partner's long suit," and advo- 
cates their play at once if many are held. But 
to play to the score that the short-whist players 
keep, equally dependent upon the holding of hon- 
ours with the taking of tricks, requires a very dif- 
ferent usage of trumps from what is demanded 
of the player-who strives for points made by 
the tricks alone. For example, Cavendish says : 
" If you are at the score of three, the adversaries 
being love, one or two, you should not lead a 
trump merely because you have five trumps with 
two honours, if they are unaccompanied by a very 
strong suit or by good cards in each suit ; for 
here if your partner has an honour you probably 
win the game in any case, and if he has no 
honour you open the trump suit to a disadvan- 
tage." But not in the play of American Whist 
could the matter of honour-count be taken into 
consideration. Of course with the cards just 
specified the holder would or would not lead the 
trump, according to his decision as to the best 
way to make his tricks in all his suits. 

Short whist says; "With great strength in 
trumps you may proceed at once to disarm the 
opponents." American Whist says: "The first 



^J 




140 AMERICAN U'NfST. 

use of tnimps is their employ to make our tricks. 
If we can make them serviceable to that end, al- 
though we lose a trick or more to our opponents' 
trumps, and we by skillful play make more than 
we can lose, and it may be more than in a defiant 
game we should have made, we have used our 
trumps to the best advantage." For example: 
In short whist A. B. are 3 ; C. D., o. A. has ace, 
kn., and three small trumps, and leads a small 
one to see if partner has an honour. B. throws 
the qu., taken by the k. Now A. and B. are two 
by honours, and have to make bu*a single trick 
in suit or with a trump besides the ace and kn. 
A.'s lead was justifiable, for it determined at 
once his game ; he can draw other trumps with 
his ace and kn. at his earliest opportunity. But 
in our whist, A. holding the same hand is to 
make as many tricks with it as be can. He 
thinks it prudent at first to lead a kn. at the head 
of a long sequence ; B. takes with ace, and re- 
turns k,, showing no more ; qu. falls on the left. 
B. then leads his own suit, and A. calls. B. hold- 
ing qu. and two others throws qu., which A. passes. 
B. plays a small one ; A. takes with kn., leads 
ace, k. falls, and A. makes all his suit. The 
same hand wins by leading it for honour-count 
that wins by playing it for tricks ; but seven by 
cards is a far more notable achievement than 
two by honours. 

The partner's lead of trumps should be at 



L 



SPECIAL TOPICS. 141 

once returned. His call for trumps should be 
answered in preference to every other play. 
Good players, however, do not use the call unless 
for excellent reason. Merely holding five trumps 
is not a reason for calling unless there is a gain 
to be made in suit. A good player, if he wishes 
trumps led, can generally manage to get in and 
lead them. The accidental introduction of this 
now generally understood call for trumps dates 
from the practice of throwing a high card upon 
the opponent's lead to stop him from leading the 
suit again for fear it would be trumped. If then 
he had a good suit and a long one, he might lead 
a trump of his own accord ; but if he played an- 
other card of his suit, and you then threw a 
smaller card than before, the fact was patent 
that the play of your first uselessly high card 
was to induce him to lead a trump. If he did 
not lead one, your partner would at the first 
opportunity. This manner of giving informa- 
tion is now being utilized upon occasion to the 
fullest extent. A 3 and then a 2 is as much a 
demand for trumps asaqu.andthenas. It does 
but need a spot in excess to serve the signal 
purpose ; and the player who trusts his partner's 
good sense and quick perception is careful not 
to offend either, for if he must make the call he 
does so with his lowest cards. 

The caller for trumps takes upon himself the 
entire responsibility of the game; he demands 



142 AMERICAN WHIST. 

that his partner leave his own play and play for 
him. In response to the call the partner leads 
the highest of three trumps, whatever they are, 
following with the next highest. If he has four, 
he leads the lowest, unless one is the ace ; if the 
ace, then that first, then lowest. If he has five 
and is aware that his partner has five, the united 
hands will lose no trick that can be made. 
With this number of trumps and in reply to a 
call, he cannot consider the policy of showing 
his partner how many he holds, so much as the 
manner in which he is at once to make for his 
partner's sake his own trumps effectual. For 
example : D. led k. and ace of clubs (trey of dia- 
monds turned by B.) ; A. called. D. persisted 
in his suit, and B. trumped with the 6 ; he then 
led the 4 to show A. his own great strength in 
trumps. D. played the 7, A. the 10, and C, took 
with the qu., his only trump. D. held the ace, 
which gave him four tricks in. A. and B. wanted 
four points and made but three, and in the next 
three hands C. D,, winning all, counted on their 
score seventeen points, — a difference and a loss 
to A. B. of twelve points in the rubber because 
of one absolutely wrong play. For B. when his 
partner called should have led k. at head of five ; 
D. must then play ace or lose the trick. C. had 
but qu., which must have fallen ; A. held kn., 
10, and three others. 
The management of trumps is at times by far 



' SPECIAL TOPICS. 143 

the most sterling part of the game. The differ- 
ence in quality of players may easily be known 
by watching the exercise of care exhibited by 
the good ones in the proper development of the 
trump suit, in contrast with the laxity of atten- 
tion given by poor ones to the detail, which in 
order to insure success must be understood and 
closely observed. One false lead in trumps may 
ruin a hand and lose a game. A single spot in 
follow, two in finesse, may change an antici- 
pated gain to a loss of many tricks. 

With a reasonably strong trump-hand and a 
good suit, it is dangerous to over-trump the 
right-hand adversary. He has parted with a 
trump, and is weaker for that. The trump 
that may be expended in over-trumping to take 
a trick might, if at that time retained, be the 
means of commanding the hand. 

It not infrequently happens that A., having a 
good suit and four trumps, tries the experiment, 
usually hazardous, of getting out the trumps. 
On the third round his partner renounces, and 
the best of the last two trumps is left in C.'s 
hand. Now, if C. draws that last trump, and A, 
has a card of reentry, he will make his suit ; 
also, if B. has a card of reentry and one of A.'s 
suit to lead. Unless C. or D. has a suit estab- 
lished, to draw the trump is not good play ; and 
if the established card is in D.'s hand, and A. 
has not a card of that suit to lead him, C. should 




] 



144 AMERICAN WmST. 

not draw the trump, unless confident that he can 
lead to D. a card of which D. holds one of re- 
entry. 

The disposition to over-trump is very natural; 
but there are cases in which the "moderate 
player," as Cavendish styles one of a class, in- 
curs constant loss by the practice. The most 
frequent examples are when third hand trumps 
a plain suit led by his partner, and fourth hand, 
holding the best trump and another, over-trumps. 
He takes that trick, but if he leads his remain- 
ing trump it falls to one higher; and if he leads 
the card which he should in the first place have 
thrown away, it is taken by one higher, or 
trumped. In any event he loses a trick. It is 
not easy to tell when third hand in such a case 
holds the second and third best trumps. Of 
course if he does, over-trumping surely loses, 
when he also holds the winner of a suit or the 
last card of one. 

There is nothing more ingenious in whist 
than the act of properly throwing the lead. It 
is in this respect that the player of finesse 
makes his especial gain. The " moderate player" 
only sees the trick that could have been surely 
won, but he does not see the two tricks after- 
ward made, one of which could not have been 
obtained if the lead had not been thrown. If A. 
holds best and third best trump, and D. the sec- 
ond and fourth best, A. throws upon D.'s best 



SPECIAL TOPICS. I4S 

plain-suit card his own best card, so that when 
led again he cannot take the trick, and is not 
obliged to lead up to D. and surely lose. If A. 
so throws away the chance of being the winner 
of the next trick played, his partner may be able 
to take that ; and then, playing through D., the 
last three tricks are won. This is when there 
are four cards, — a situation that happens at the 
close of many a hand. 

It is often very much better to lead a card of 
the opponent's suit if you have no winning cards 
and cannot give your partner one of his suit, in 
order that when obliged to do so he may lead up 
to your partner, than to play a card of a suit on 
which one adversary will discard and the other 
play a trump. 

One of those terrible persons who is always 
getting in a trump, when the second play of a 
suit is made, holding the last trump, takes the 
trick, thereby making all the rest of that suit 
good in the adversary's hands. If he had passed 
that card and let the suit be played again, it is 
not unlikely that he might have exhausted one 
of the opponents, perhaps left the best remain- 
ing card of it in his partner's hand. It is not 
always well to trump the second-best card of a 
suit, especially with the last trump. Judgment 
must teach the holder of the trump when to re- 

■ frain from its use. 

H The player who has command of a suit some- 




146 AMEHtCAN WmST. 

times forces his adversary to their mutual ad- 
vantage where the force is taken ; for it is best 
to use the trump upon a card that is not only 
sure to take, but sure to be followed by others 
equally effective. 

If it is the leader's determination to force the 
partner, the force had best be taken, although it 
breaks the power of his trumps ; for the respon- 
sibility rests with iirst player to prove that he 
was correct. 

Over-trumping is usually safe if the left-hand 
adversary is strong in trumps, and is always best 
if the partner wishes that trumps should be 
played. If after the successful over-trump a 
trump can be led, the result is usually advanta- 
geous. 

If a strong hand of trumps has been devel- 
oped by the adversary, the leader and his part- 
ner should force that hand if possible. The 
cards that must be played to force him may be 
winners, but he would trump them by and by, or 
they must fall 011 taking cards of his. They had 
best be used at once, to the detriment of a bat- 
tery of trumps. The card that he may be 
obliged to lead may be taken ; if so, another 
force had best be made. If the play has been 
so traced that his hand can he read, the leader 
may know that if his force is kept up a tenace 
may be broken by a future lead, and so a trick 
gained per consequence of the continuous force. 



SPECIAL TOPICS. 



H7 



For example : Fourth hand, with the last two 
trumps, and holding ace, qu., of a plain suit, and 
a small card of another plain suit of which leader 
has command. Now, if leader plays k. of the 
fourth plain suit of which fourth hand has none, 
he must trump it and play to him the small card. 
First player takes, and leads ace of the fourth 
suit ; this uses the last trump, and the ace of 
the tenace must next be led, then the qu., to be 
taken by the k. of right-hand adversary. If first 
leader had not forced, but played instead up to 
the tenace, the trump-holder must have made 
another trick. 

When the play is short whist, it follows that 
constant regard be had to the score which can 
so easily be affected for the benefit of the party 
who is at I or 3. While, therefore, the same 
cards held by a short-whist player, if held by 
an American player would be very differently 
played, yet the principle of the law of lead is 
not in any wise changed. It is simply the fact 
that the hand of the short- whist player be- 
comes an exceptional one, and he uses it to the 
best advantage for a different purpose than that 
desired by the player of the other game. For 
example : A. B. 3 ; C. D, 2. A, holds two hon- 
ours and two small trumps, and a good long 
suit ; he leads a trump, for if his partner has an 
honour, his play thereafter is not to make tricks 
but to hinder the opponents from making them. 



th-^^l 



148 AMERICAN n/lIST. 

The American player would lead the fourth-1 
card of the long suit. 

Again, the short-whist player may hold two 
liDiiours, two small trumps, no long suit, no 
strong cards, and with no score. In such a case 
he leads to ascertain about the honours. An 
illustration is offered by J. C. " I hold qu., kn., 
and two small trumps, tierce to a knave and a 
small card in the second suit, qu., kn., and a 
small card in the third, and a guarded king in 
the fourth. With this, which is not great 
strength, or with any hand of a similar character, 
I believe it so important to find out whether my 
partner has a third honour, and whether conse- 
quently I may play to win the game, that I un- 
hesitatingly lead a small trump. If my partner 
has an honour and a trump to return to me, etc., 
we shall probably win. the game, or at least be 
very close to it." That is, if his partner had a 
high trump they counted two; there was not 
then much chance for the adversaries making 
five, and J. C. and partner might get three by 
card. Of course the American player would 
have led the knave at the head of the sequence. 

It is a common practice with " moderate play- 
ers " to yield a game or a hand when the main 
cards are with the opponents ; or it may be sud- 
denly to play out their best in every suit, with 
the idea that they must get in what they may 
be sure of making at the earliest opportunity. 




SPECIAL TOPICS. 



149 



■ This course is generally pursued when the ad- 
P versaries are very strong in trumps. But it is 
worth something to save the game against fear- 
ful odds, and sometimes there is a chance for 
doing so. When it is clear that in the leader's 
weak suit his partner must be strong in order to 
gain something toward the number of tricks 
that must be taken, he shoidd not throw his best 
cards, but lead from his weakest suit. This ad- 
vice we fear will be followed but very seldom, 
for the general impulse is to make what can be 
made, in other words to "get in what can be 
got in " of the high cards ; but it is sound, nev- 
ertheless. The leader's partner should finesse 
deeply, and in turn lead back his weakest suit, 
and deep finesse should be made in that. The 
object is to make one or two tricks more, if so 
many save the game, than would probably be 
made if the high cards were led at once. For 
example : if C. D. have three trumps, al! the rest 
played, and want four or five tricks, A. B. desire 
to hinder them from making more tricks than 
their trumps must take. If in such a case A. 
considers that " it is of no use, I have only one 
or two tricks," and B. thinks the opponents have 
three trumps, and they then throw up the 
hand, they do what good players would declare 
a useless act. For if B. holds ace, qu., and 10 
of a suit and two small cards of another suit, 
and leads the ace, he will let C. make his k.. 



150 



AMERICAN WHIST. 



perhaps his kn., of that suit ; but if he were to 
lead from his weakest suit, and A. could take 
the trick by deep finesse, and not returning that 
suit, but instead lead to B. one of his own low 
cards to find it of B.'s strong suit, C. would not 
risk his k. or kn. second, and it would be no 
matter if he did ; but if he did not, B. should 
finesse the lo and lead again the weak suit. 
A. taking this pursues the former lead ; C. 
either loses k. or kn., and A. B. have saved the 
game. We know this is desperate play, but it 
is good play, far better than the play of cards 
sure to take. It is the only play at such a time 
that can succeed. Of course a trump must 
come in by and by, but the risk must be run ; 
for if either of the suits is to be trumped, the 
high cards will certainly be trumped as readily 
as the lower ones, while it is demonstrable at 
the outset that if the high cards alone are led, 
even if they make, they will not save the game. 



WHIST PRACTICE. 

Study and become familiar with the laws and 
leads. Play printed games with the cards be- 
fore you. Understand the reason for each play. 
Play practice games with good players. They 
will not deceive you by false play, but will al- 
ways be at their best, as if you were an expert. 
Make close inquiry concerning any play that 
you do not comprehend. Determine, whenever 
you talte a seat at a whist table, whether for the 
regular or the practice game, to play in the most 
correct manner every card that you may hold. 
Never know of good hands, or of poor ones. It 
will not happen, in the course of the play of any 
hand which may he dealt you, that there is no 
opportunity of making a particularly correct 
play, the nature or effect of which a careless 
player would not appreciate. The credit lies in 
playing each hand properly. Remember, in the 
American game, that whist is the game of si- 
lence that none may break, and of calculation 
that none may disturb. Consider that you are 
one of four who are about to play, to the best of 
their ability, the most intellectual game in the 
world. When the trump card is turned, take 
up your hand, sort it quictcly, place the trumps 



152 AMERtCAI^ WHIST. 

always in the same relative position, count your 
cards, think how many and what tricks you will 
attempt to take. Rememberthe trump; seewhat 
bearing it has upon the cards that you hold, but 
make no demonstration ; hold up your hand ; 
and when it is your turn to lead or follow, cast 
the card you care to play upon the centre of the 
table, causing no more noise than it makes in 
falling. 

Watch the play, and remember each detail of 
it as long through the hand as it is of conse- 
quence for you to do so. Discipline and make 
good use of an excellent memory. You cannot 
play whist without it. Draw your inferences, as 
the cards fall, as to what is meant by the play of 
each. If the card is turned upon your right, 
generally lead from your strongest suit. The 
card that is played at the opening of a game, or 
is the first of any hand, may be specially signifi- 
cant. A deuce of a plain suit proclaims four 
without the ace ; a 9, the k, and kn, without the 
ace or qu. A trump of any denomination shows 
strength and intimates good cards to follow. 
Lead according to the rule that proposes to 
cover the hand you hold, unless, in your judg- 
ment with reference to the result and a cer- 
tainty as to loss or gain of certain cards, you bad 
best open a different game, in which case you 
assume the responsibility of both attack and de- 
fense. In no wise deceive your partner to his 



WHIST PA'ACT/CE- 



153 



B injury. If you have the game by a certain play, 

■ make it, regardless of book or creed. The busi- 
K ness is to make the tricks. It is almost useless 

■ to add, after all that has been said about adher- 
f ing in general to the prescribed leads and fol- 
lows, that it is best to be guided by the rules. 
When your judgment approves the printed 
forms (and it almost always will do so when 
the cards run with tolerable regularity), follow 
them ; when you hold certain cards at a peculiar 
juncture, of suit and denomination not contem- 
plated by printed directions, or if the books in- 
dicate a stereotyped play at such a time, and 
you have a point to gain by brilliant strategy, 
let your knowledge of the game, and foreknowl- 
edge of the probable consequences of your play, 
take precedence of book direction. A coup 
over which Deschapelles exulted was a cour- 
ageous lead followed by independent, brilliant 
play. 

If your partner takes the first trick that be- 
longs to your side, you are to gather the cards 
that compose it. 

Carefully look for your partner's call at all 
[ stages of the game, whenever It is possible he 
, may care to make it. 

As carefully note which, of the adversaries 
[ call, if either, and if the call is echoed. 

The language of the lead is to inform your 
I partner of the best suit that you hold, and as 



154 AMERICAN WHIST. 

near as may be o£ the quality of that suit. If 
you throw k. of clubs and it wins, and follow 
with 9 of spades, trumps, your partner is by two 
leads apprised of a powerful hand which asks his 
assistance, but in no wise his control. In gen- 
eral, having six trumps, lead them. Having 
five, and probable success in other suits, lead 
them. Having a long, plain suit, lead from it. 
Never be afraid of changing suits when practi- 
cable. Never care about the matter of hold- 
ing high cards or low ones ; make no comment 
upon matters beyond your control ; never re- 
count what made up your hand. If your part- 
ner is a good player, he knows it all ; your 
opponents do not care. Talk over plays that 
were right or wrong, and give and hear reason. 
The proper enjoyment of whist consists in 
doing your duty with what you have to piay. 
Victories won with high cards are cheap gains. 
If the adversary is exultant in the matter of 
good fortune, he is an object of pity, since it is 
good play that alone deserves praise. 

You cannot play whist hurriedly. You have 
too much work on hand. Haste makes waste. 
You must take time for thought of all that is 
being done. Play deliberately, endeavoring to 
use no more time over one situation than over 
another. 

Mr. Mackintosh says : " The man who plays 
with equally quiet consideration the low card or 



WHIST PRACTICE. 



5S 



r 

■ the high one in its proper turn secures the good 
P opinion of the whole table." 

"I wish that you would tell me who of this 
club you ca!l a prime whist-player," said a 
visitor. " I want to look upon a man who is 
exceptional." An introduction was given, and 
he made inquiry, "Wherein does a man prove 
his superiority in whist f " " By knowing what 
to play," was the answer. "Most men at a 
practice-game say, and at a regular game think, 
' I do not know what to play.' The true player 
knows what to lead and how to follow. He al- 
ways has a reason for what he does. He makes 
his calculations at once upon sorting his hand. 
When it is his play he is master of the situation, 
and selects his card and throws it. All the rest 
of the time his eyes are on the table." 

"But does such a man find a mate who can 
follow him, interpreting what he plays .' " 

" Sometimes, and when it is not understood, 

his fine play is of small account. Styles of play 

are very different, while all at times are given 

to systematic movement. The English play a 

game of chance. They trust to ' honours ' for a 

large part of their success. They play a short 

I game and a smart tell-tale game for a purpose. 

I Brilliant play with them is very occasional. We 

B have scope for speculation, and, as cards that do 

B not take do not count, have no fear of losing un- 

B less our adversaries' cards are better played 



156 AHfERlCAN iVHlST. 

than ours. Whist with us is the great game 
that it is, because it affords this liberty to play- 
ers, and furnishes such opportunity for calcula- 
tion. When a man stands in fear of a proclama- 
tion of two or four by ' honours, ' he is liable, to 
say the least, to play a sort of humdrum game 
to try to gain an odd trick, which after all may 
be of no service. If you will place the cards of 
a hand which 1 will name, and play them by the 
London mode, and then play them by the 
American, you will see that one game is a kind 
of 'High, Low, Jack,' while the other has re- 
warded your skill in the effort of making the 
important point. Again, if you will place the 
cards of a hand played hurriedly by average 
American players, with four leading ones, you 
may note that certain tricks will be taken by 
such adroit manceuvring as would astonish the 
first set, could they but comprehend the reason 
for such action." 

" But I have heard it said that, with such and 
such cards held, poor players would make as 
many tricks as good ones could do. Is it true 
that two good players opposed to two ordinary 
ones can make the most points in each game, or 
only in the long run ? " 

" It is oftentimes true that as many points can 
be made by merely throwing down the kings and 
aces on each side, and letting the small cards 
come in by and by as best they may, as could be 



WHIST PRACTICE. 



^S? 



made when two good players are pitted against 
two ordinary ones. While the business of whist 
is to make the tricks, the pleasure of play is in 
the mntmi-r of making them. It is true that two 
good players may not make headway in an entire 
evening of rubbers against two antagonists who 
do not know the game. Good players must play 
against good players in order to make their own 
game a success. To play against ordinary ones 
is to play a game of guesswork, for they have 
not judgment concerning your action, and will 
trust to luck. The game of whist is only played 
when the nice points in it are considered, and 
the satisfaction it gives is in the fact that, in 
gaining those points, correct and brilliant play is 
elicited. This is not understood by the ordinary 
player, and that is why he should study and 
practice in order to compete. When a man //as 
studied and practised up to the point of playing 
a really fine game, he is the first to tell of his 
inefficiency in the days when he thought he had 
a knowledge of whist. A great difficulty is expe- 
rienced by parties who urge their friends to read 
and study and practice whist. The average 
player is quite satisfied that he plays as weli as 
any one need to do, and will not work up and 
out a situation because it takes too long and the 
drill is uninteresting. His manner of play is well 
lugh for him, but the expert who watches it 
is as much amused as the accomplished linguist 



158 AMERICAN IVHIST. 

who listens to the stutterings of a novice in 
Greek." 

If players who think that they know whist, 
but who do not know what to do at any exigency 
of the game, who do not know just what card is 
proper to play and can give no reason for its play, 
would consider "J. C.'s" statement and resolve 
to learn in future, the well-laid plans of their 
fine partners would not so frequently come to 
nought. 

Perhaps there is no more uncomfortable situa- 
tion than that in which a good player is placed 
when his designs, well planned by a peculiar pro- 
cess of play, are frustrated through the ignorance 
of a partner who thinks all the time that he is 
doing right, and who confidently asserts at the 
end of a hand, "Well, we made all there was to 
make out of that. I think we did not lose a 
trick." There is nothing to be said in reply. 
It is possible that just as many tricks were made, 
or perhaps within one of as many, as if the fine 
finesse had been appreciated, but there is small 
satisfaction to the keen manager to know that 
blundering overthrew his work and accident ac- 
complished a plan. This sort of self-satisfied 
persons one must meet at the clubs and at resi- 
dences. They admit that whist is a game that 
demands and deserves study, but they do not 
even get the laws by heart ; and the necessity of 
regarding the table and not their hand, when 



IVflJST PRACTICE. 



'59 



Lplaying, they will recognize no more than they 
I -will the direction that would preserve silence 
1 while others think. Rules need not be written 
\ for these, — they will obey none. If you play 
with them, you must suffer because of their in- 
discretion. They should play practice games ; 
but as they are satisfied that they can do well 
enough and oniy make occasional mistakes, they 
I will never understand the superior sense of satis- 
faction that is felt by those who play we!!. Of 
course it follows that gooJ players only delight 
to play with good players ; still they must at 
times make part of an uncertain table, and give 
and receive as much enjoyment as it can afford. 
Could it but be made to appear to those excel- 
lent hosts who ask you to come and make up a 
table, that they would be so much more deUght- 
ful companions if they would but take pains to 
inform themselves how to realize the enjoyment 
that genuine whist confers upon its votaries, 
there would dawn a new era of extension and 
reception of hospitality. 

There are no rules for poor players. They are 
to become good players by attention to the rules 
that good players observe, or they are to con- 
tinue poor players and be classed as such. Nor 
are there any rules than those already known to 
good players when playing with poor ones, for 
^1 they are to do their iiest to educate the poor 

\:zzzz: 



l6o AMERICAN WIIIST. 

mend practice-games, in which instruction can 
be given while the hands are being played. 
They who are not willing to study and practice 
should not attempt to play with experts. In 
practice-games the laws of play are strictly 
observed ; those concerning conversation and 
errors suspended. A good player should never 
change his course of play established as correct 
when his hand is assorted, for any vagary of his 
uninformed partner. 

He lowers himself and injures his reputation 
who falsifies his hand to the opponent's merely 
because his whilom partner may not understand 
what is correct. What would be thought of 
any one of three men who took an ambitious 
fourth into occasional business council, and who 
changed his cherished policy of right to the 
deliberate doing of wrong, merely to keep pace 
with the action of the uninstructed new comer? 

Study and practice are equally required. No 
man from mere reading makes a player. No 
man from mere playing makes a player. Men 
are too impatient, and desire to learn at once. 
A man may learn the early leads from the book, 
and put his information into practice. When he 
has played one half his hand he is ignorant what 
to do with the rest of it, and the worth of the 
player is tested more in the management of his 
last cards than of the first. It is the usual oc- 
currence that, during the play of the last four or 



WHIST PRACTICE. 



five rounds in each hand, the best players make 
the trick which they force the antagonists to 



It is seldom the case that a hand is held 
which somewhere during its play cannot assist 
at a crisis, and he is the good player who does 
himself justice at such time. 

If your partner does you a service, you accept 
it ; if he makes an error, you must accept that 
also. If he trumps at the right time and makes 
the game, it is your game and his ; if he revokes 
accidentally, it is your loss and his. You are 
not worthy to be the partner of a gentleman at 
a whist table unless, having accepted him, you 
stand by him and his play. Beside, it is undue 
interference. If the man knows his business, 
he wants no reminders. You have no more 
right to ask him if he has no card of a given 
suit than you have to ask him to lead you a 
trump or to take a certain trick. In fact, you 
have no right to speak at all, and must be fined 
a point if you do so, in which fine he must share 
the payment for your folly. 

If your partner refuses to trump a winning 
card, lead him, if you can, a strengthening 
trump. 

Consider the situations of the game in all par- 
ticulars, and if you want your partner to trump 
a certain card, force him by playing it. If he 
does not take the force, but discards, you are in 



l62 AMERICAN WmsT. 

formed of his strength or weakness, and must 
avoid another force. It may be advisable to 
gain the odd trick that he should, as you think, 
nake a trump upon your lead. He will judge 
ills own hand, and perhaps pass, that he may 
take two, instead of one, or, taking no risk, 
make sure of one. The number or the value of 
trumps in your own hand has nothing to do 
with your action. A good player will see your 
intent. 

Avoid leading from a suit of which both ad- 
versaries have none, for one will discard and the 
other trump, and the drawing of the trump will 
not probably do you as much service as the fall 
of the card thrown away will do you injury. 

When you return your partner's lead, if you 
had originally but three cards of the suit (you 
must have played one, and now hold two), lead 
the highest ; if you had four or more originally, 
lead a low one. Thus, if you held king, knave, 
and 7, and took at third hand with king, you re- 
turn the knave ; he knows that you have but one 
small one, or no more. If you had the 3 beside, 
return the 3 ; when you, by and by, play the 7, 
he knows you have another, and can probably 
name it. The knave may be most important 
for him to count upon as twelfth or thirteenth 
card. 

The reason why you play a small card second 
hand, when holding qneen, knave, and two oth- 



syoi 



WHIST. PRACTICE. rfij 

., is that the queen and knave may make, but 
. play knave second, having but one small 
,one, for the chance of both high cards making 
is very small. 

With ace, lO, and another, second hand, pass 
1 queen led. The leader may have no better 
than knave, 9, and others, and you hold tenace 
over them. If it should be that your partner 
has king, your adversary may make no trick in 
liis suit. 

If a low card is led on your right, and you 
hold ace and two small ones, play a low one, and 
if knave is played third and queen fourth, and the 
lead of a low one should again come from your 
right, you may play the low one with impunity, 
cannot have king or 10, and your partner 
" must have one of them. 

Having two or three trumps, in answer to 
your partner's call, play the highest ; having 
four, play lowest ; having five, next to lowest ; 
unless in the two latter cases you have com- 
manding trumps. 

Suppose your trumps are six or seven in num- 
ber, your plain suits, from singleton to long, are 
made up of impossibilities to take tricks. The 
English rule says, play a trump : no matter 
what comes of it, you must emphasize that 
trump possession. Would it not be well to de- 

Icide, " We want so many tricks ; my partner may 
have such or such a card or cards, I will play 



164 AMERfCAN WHIST. 

my own hand properly, and call my partner's as- 
sistance for the making of our game " ? In other 

words, consider this the proper method of play- 
ing whist. In accordance with the hand you 
hold, play that hand or your partner's. Play for 
yourself or play for him. Under certain cir- 
cumstances, and they are not few in number, by 
the attempt to play two hands you may be con- 
founded. Be satisfied that he is a good whist- 
player who can play his own hand correctly. 
Follow the system of mutual cooperation cer- 
tainly, when in your judgment you esteem it to 
be best ; but remember that, as rides cannot be 
made to cover all cases, that judgment must be 
supreme. 

What is required by the game of whist, is to 
make the tricks by most correct play. In very 
many cases the book leads are right, and you 
are not unreasonably to play contrary to their 
dictation ; but do not surrender your common 
sense to a regulation. A lead may be as grand 
a coup as a follow, and if you are playing with a 
man who understands the game, he will not look 
for set tactics if he know.s you capable of ingen- 
ious ones. In any event, it may be that you 
coidd not so play as to know much of his hand 
until several rounds. Meantime, you may have 
lost the advantage that a brilliant play would 
have insured. He watches each play and all 
developments, aod if you have undertaken a dar- 



WHIST PRACTICE. 



i6s 



^H ing game be sure he will assist you in carrying 
^B it on. We know that this will be understood by 
H^ good players as we mean to have it understood. 
H It will be met by objections on the part of all 
f who play by book-rule alone, and to whom the 
iron-clad regulations make uniformity of play a 
necessity. But we present that first a queen, 
and then a king, and then an ace, the latter, re- 
nounced and trumped, while two others, not the 
best, are retained, does not represent the best 
part of whist -play ing. 

Technical " mutual cooperation " means get- 
ting out the trumps if you have a number, and 
telling your partner as quickly and as often as 
possible what cards you hold. Sometimes it is 
as creditable to make the tricks by the right use 
of those cards, not having been at painstaking 
to announce them. 

When trumps are declared against you, dis- 
card from your best suit. When your partner 
has strength in trumps, throw the lowest card of 
the weakest suit, unless you have command of a 
suit, in which case throw the highest of that 
suit. 

When your partner has led a king that was 
taken by the acc/^nd you are by and by to re- 
turn his lead, you holding kn, and a small one, 
play the kn, ; but if C. led the k., play the small 
\ one. C. will probably put on qu., and you re- 
L main with the best card 



1 66 AMERICAN WHIST. 

If you have led a small card from qu., lo, and 
others, and your partner takes with the k. and 
returns a small card of that suit, you know that 
the ace is on your left, and play lo, not qu. ; for 
if kn. is in same hand, both will make, but if 
only ace is there, the lo will bring it, and leave 
you in command. 

If your partner leads a kn., it is useless to 
play k. upon it unless second hand has played 
qu., for ace, and qu. in fourth hand will make at 
any rate, and you know that your partner has 
neither ace nor qu. 

When one trick is wanted, and you hold k, 
and two small trumps, do not playk. third hand, 
unless the ace has been played, but let the trick 
be taken by last player. Your guarded k. must 
give you the needed trick. 

The law of silence is imposed in whist, that 
the status of the cards may be noted and remem- 
bered. If you lead a small trump, holding ace, 
qu., and three others, second hand renounces, 
your partner plays the 9, and fourth hand takes 
with k., you see at once that your partner has 
kn. and 10. If fourth hand, now leader, returns 
the suit to draw two for one, you should play 
low one, and let your partner lake and send you 
back the kn., as he will see that you want 
trumps out, or you would have stopped the play 
with queen, that he knows you hold. 

Whist is not unlike politics. Thousands upon 



WHIST PRACTICE. 167 

thousands take part in the game. Complica- 
tions are constantly presented. Few of all the 
players see the end from the beginning. All 
are ready to give advice and assert opinions. 
The contestants are many. The statesmen are 
few. 

American whist stands at the head of all 
games with cards, because, in the practice of 
American leads and the newly invented order of 
suit-play, each card, as it falls from the player's 
hand, conveys information. With his own in- 
telligence he endows it, and it accurately fulfills 
its mission. This statement will have a strange 
sound for the man uneducated in the game who 
flatters himself he can play whist, while he c 
not read the language that is spoken by any of 
the cards as they fa!! upon the table of the club. 
But it will be understood by the lover and 
player of the true game, whose interest centres 
upon the fact.^ 

1 " Do you play whist, sir?" inquired an individual of most 
respectable appearance, wbo, cards in hand, approached a gen- 
tleman enjoying hia cigar at the rear of the smoking-car. 
" Certainly," was the reply. " All right. Will you join the 
table ? We want one more." " Do yon all play a good 
game?" asked the gentleman. "Oh, yes; they're all first- 
rate. We always play on the train, sometimes all the way to 
New York." " I would enjoy a good game," said the gentle- 
man, "but allow me to ask, as there is a difference of opini 
upon these matters, do you play the call and echo, and hold 
the twelfth and thirteenth tor a purpose ? " " The irhat 
asked the puzz'ed applicanL '' Do yi 



J 



l68 AMERICAN WHIST. 

There are two methods, the English and 
American. The original plan of play for ten 
points made by tricks and honours has been su- 
perseded by these two : English or short whist 
being played for five points, honours counting, 
rubber points making; and American whist 
played for seven pointSj or all that can be made 
as the game, honours not counting, but tricks 
alone. 

There are variations and imitations of these, 
but without authority. A game of five points, 
honours not counted, is played, and there are sev- 
eral games in each of which some fanciful change 
is made, such as playing always with the same 
suit for trumps ; or of cutting the trump from a 
pack at rest ; or of putting back into the play- 
ing pack the card cut ; or of counting the tricks 
only that are in excess of those made by oppo- 
nents ; or, of playing a certain time for the great- 
est number of points, or of playing for a certain 
number of points without regard to time, in 
place of playing a specified number of rubbers, 
and giving credit to each party for all that is 
made. All these plans obey such rules as are 
agreeable to the players who disregard other 
rules, and introduce new rules or forms of play in 

knave, or throw the lead to save the tenace ? " "The which?" 
" Do yon make youi leads from long suits, and give special at- 
tention to the management of trumps i"' "Oh! yes, yes I I 
nnderstand now. We cut for tnimp, and then chuck it into Ihe 
pack and deal." 



WHIST PRACTICE. 169 



[lead or penalty or lack of penalty and do not pro- 
hibit but rather encourage laughter and talk dur- 
ing the play, and contention for opinions after it. 
To all these surreptitious games, which amuse 
their practitioners, there need be no objection ; 
for though they are called by the name of whist, 
everybody knows them to be innocent burlesque. 
But injury is done by those who pretend to 
obey the laws of the proper game, and induce 
players to beUeve that they are playing that 
game, although certain rules or leads are 
changed, nullifying some portion of the correct 
system. WhSn these players become members 
of clubs whose laws are authorized, it is hard for 
them to unlearn what they should never have 
been taught. 

Whatever card you throw upon opponent's 
play to inform partner of your holding is not a 
false card, though it may be the higher of two or 
more. For instance, you have turned the 10. 
On D.'s lead of ace you play qu., informing part- 
ner of eventual control. Or your partner turns 
qu. D. leads ace, you hold k., kn., and one 
small, and play k. 

Be very careful not to confound good second- 
hand play with signaling, The trump signal is 
not used except for special reasons. 

If the deuce of a suit is originally led, the ace 
' is not held. 

Care must be taken in the play of long suits 
held between yourself and partner. It is easy 



ll 



170 AMERICAN WHIST. 

to see that, trumps exhausted, if you hold ace, 
l™-i S' 4' 3' 2, of a suit, and lead ace, upon which 
opponent's k. and qu. and partner's 7 falls, you 
must next lead the 4, retaining kn., since part- 
ner must have 10, 9, S, and 6, and your deuce 
will make the extra trick. 

But if you hold ace, 7, 5, 4, 3, 2, this is not so 
easy of accomplishment. Partner will then hold 
kn., 10, 9, 8, 6; and if he does not first play 
8, and retain the 6 to give you, a trick is lost. 
This is specimen play of frequent occurrence 
with suits less numerous. 

It is not good play to lead originally from 
three of a suit. It matters not what cards are 
held. Whatever they are, they should be played 
to the best advantage. A hand composed of 
qu. and two small, kn. and two small, 10 and 
two small, and four small trumps, is not calcu- 
lated for trickmaking-, but it may assist in mak- 
ing tricks. The proper lead is the smallest 
trump. Any other lead is deceptive, and in no 
wise strengthens the partner's hand. The 
trump lead may not be of service, but it informs 
that it is one of four. 

Your partner, upon the opponent's lead of 
trumps, will not by rule show his number. If, 
therefore, he docs echo the call or play, lead him 
your best trump. 

Do not unguard the k., and do not blank an ace. 

Never hold up reentry cards when you have 
nothing to make after their play. 



WHIST PRACTICE. 



rWhen leading trumps for partner's benefit, not 
having one of his suit to give him, lead the high- 
est and put him in possession of the after-play. 
It is unwarrantable play to throw the highest 
cards upon partner's low lead of a suit not known 
to be the opponents' when they have shown 
great strength in trumps. "We must get in 
what we can as quickly as we can, because they 
hold the power," is false in theory as in practice. 
If they have trumps, they are not also Ukely to 
have high cards in suits. If you part with your 
best cards in suits, they make all the lesser 
cards of the same suits when you are powerless. 
As an example : you hold ace, qu., and lo of a 
plain suit, and your partner has master cards in 
another suit ; while in the third plain suit, and in 
trumps, the adversaries have all the power. You 
get the lead, and as you know that your suits are 
eventually to be trumped, and you must get in 
what you" can and as soon as you can, if you play 
your ace which takes, and then lead a card to 
your partner, he takes two tricks. Instead of 
three, you should have five. Instead of the ace 
you play for partner, then he plays for you and 
yoii finesse the lo, you lead back to him, he 
takes and leads again your suit, you win with 
qu. the trick ; then play your ace, and the k. 
that is held on your right falls. 

Columns of English newspapers have been 
appropriated to the argument, pro and con, as 



172 AMERICAN WHIST. 

to the punishment for the showing a hand by a 
player. Says the " Field : " "A player may ex- 
pose his entire hand, so that all the others can 
see it, without a card penalty." And this he can 
do with willful intent and not be blamed ; while if 
he should throw two cards at once upon the 
table, his opponents insist on satisfaction. It is 
not very strange that such opinions are laughed 
at. Of course, when a man shows his hand he 
exposes it, and we should fine him a point for 
every card that he improperly or accidentally 
shows. A man would not be played with here 
who should repeat the intentional showing. If 
the London clubs would dismiss a player who 
so purposely offended propriety, the rule might 
stand ; but they are said to tolerate such con- 
duct on the part of nnen who " define well the 
interest " that they take in the game. 

The following specimen of fraudulent inten- 
tion Cavendish styles " a very clever' thing : " 
"A. once did another very clever thing. He 
became a member of a play club where there 
was a by-law that, if honours are scored in error, 
the adversaries may take them down and add 
them to their own score. As a new-comer he 
was courteously informed of the existence of this 
by-law. 'Excellent rule,' said A., 'capital rule," 
and sat down to play. After a hand or two, his 
score being three to love, he lost two by cards, 
and observed smihng to his partner, \ Lucky 



^ucky ! ] 



WHIST PRACTICE. 173 

we just saved it.' The adversaries, concluding 
from the remark 'just saved it' that they were 
four, marked four without further consideration. 
But as soon as the score was marked, A. inno- 
cently inquired, 'Were you four by cards that 
time ? ' ' No, two by cards and two by honours.' 
' Honours were divided,' said A, blandly, and so 
they were. ' I think you have a very proper 
rule here that under these circumstances we 
score two. Partner, mark a double.' " A pleas- 
ant little cheat worthy of old Fagin. They call 
this playing whist in London. 

People in general entertain strange notions 
concerning whist. Many say, " Oh, I don't 
know much about the game. I only play for 
amusement. You must not expect me to know 
about it. I have n't the time." As well to say, 
" Oh, I don't know much about the meaning of 
words. I only read for amusement ' Ivanhoe ' or 
' Middlemarch.' You must not expect me to un- 
derstand them. I haven't the time." 

If a man, who did not know how properly to 
sound a note, was asked to sing Schubert's 
"Wanderer," would he accept the invitation.' 
If he did accept, would his singing be a success ? 
But he daringly takes up thirteen cards, each 
one of which in the great game that he essays, 

"Though it have no longue, will speak 
Wilh most miraculous organ," 
and does not understand which is the proper 
one to play. Consider the situation. 



■7» 



AMKXICAS IWBIST. 



to the poBshiBCtit for tbc showing a hand by a 
flanpcr. Sa]rs the " Fidd : *' "A player may ex- 
pose lus entire hmd, so that all the others can 
9eciu«>AfMtacanipeskalt>-." And this he can 
do wttbwflbilinleDt and Dot be blamed; whileif 
he 5^'i'm tltrmr tvro cards at once upon the 
Ubfe, hss oppooents insist on satisfaction. It is 
MM tcry sxnage that such o^unions are laughed 
at. Of coarse vben a man shows his hand he 
ta pQse s i^ aitd we should fine him a point for 
cmy ctrd that be aDpfx>per1y or accidentally 
shonrs. A ohub wooM not be played with here 
«fen siMMid xvftaX the intentional showing. If 
tfce LoMdon dnfas would dismiss a player who 
so patposdr offended piopriet>-. the rule might 
sttttd; hut tbc^ arc said to tolerate such con- 
dttCt on Uk p«rt of men who " define well the 
tntenst" tha* the)* take in the game. 

The (olk>wii)g specimen of fraudulent inten- 
tion Ctvendish stj-les " a ^-ery clever' thing : " 
" A. once did another very cle^-er thing. He 
became a member of a play club where there 
was a by4aw that, if honours are scored in error, 
the adperearies may take them down and add 
then to their own score. As a new-^iomer he 
wais courteously informed of the existence of this 
by-law. 'Exct'llenl rule,' said A., 'capital rule,' 
and sat down to play. After a hand or two, his 
Sci>re being three to love, he lost two by cards, 
and observed smiling to his partner, 'Luclq'! 




WHIST PRACTICE. 



173 1 



\ 



we jtist saved it.' The adversaries, conciuding I 
from the remark 'just saved it ' that they were 1 
four, marked four without further consideration. " 
But as soon as the score was marked, A. inno- 
cently inquired, 'Were you four by cards that 
time ? ' ' No, two by cards and two by honours.' 
' Honours were divided,' said A. blandly, and so 
they were. ' I think you have a very proper 
rule here that under these circumstances we 
score two. Partner, mark a double.' *' A pleas- 
ant little cheat worthy of old Fagin. They call 
this playing whist in London, 

People in general entertain strange notions 
concerning whist. Many say, "Oh, I don't 
know much about the game. I on!/ pby for 
amusement. You must not expect me to luxw 
about it. I have n't the time.** As weC to taof, 
" Oh, I don't know mocb aboitf die ■"■"■'^ «f 
words. I only read for aaaiaiateM. ' '—-*"•" ' w 
' Middlemarcii.* Yoa mut wiC eipaX me t» mb- 
derstand them. I haate^t (te tMrr* 

If a man, «iio did not ksov I 
sound a note, wats MfcgJ feo «i 
"Wanderer," would he aeeeft i 
If he did accept, woold U* 4 
But he daringly takes Wf flMMOT CSM^ «irut< 
one of which in the jp«gtf g 

With MMt Mkanfiuw w^ ' 
and doot sol •O'^^rr.^^ 

one to f -^ff-fted 




174 



AMERICA!^ WHIST. 



A gentleman writes : " It has been said that 
no man can appreciate the beauty of whist but 
the first-class whist-player, I really liked the 
game, as I once understood it, and had plenty 
of fun in taking tricks with the big cards, which 
somehow I almost always had the good fortune 
to hold. I had among my friends quite a repu- 
tation as a player, and we used to sit and do 
away with the aces and kings, and queens too, 
when these latter would run without being 
' trumped, but always exclaiming at our ill luck 
when such catastrophe happened. One rainy 
day last winter, two gentlemen were introduced 
to me at the hotel, and I proposed, as an after- 
dinner amusement, a game of whist, naming my 
soon -to-be-obtained partner, and jocosely telling 
them we would show them a little about the 
game. Our aces and kings, very seldom our 
queens, and never any other cards that I can 
remember, took a few tricks, but 7's and 5's,|and 
even 2's, called at the last of nearly every hand 
for what we had, and thought of value. I was 
never so bewildered about anything in my life, 
and so vexed that I would not ask for an expla- 
nation. But my partner did, and we were told of 
long suits, management of trumps, and the value 
of the eleventh card, I remember to have said, 
' Why, then, it seems my partner and I have n't 
been playing whist at all,' to which I received 
reply, ' No, sir ; you have been playing pictiu-es,' 



res,' I 



WHIST PRACTICE. 



175 



, I wish you to send me such books as I can 
tread to advantage, for I hope in time to be of 
■those who 'can appreciate the beauty of the 



The good player, seated with an ordinary 

player as partner, is constantly misunderstood. 

When the first four cards have fallen, the good 

player has drawn his inference concerning the 

,, suit. When the next four have fallen, he almost 

l knows where are the other five. By and by, it 

I may be, he leads one of these. A good partner 

I would know why, and also understand location. 

\ But the mere appraiser of so-called royalty will 

usually frustrate his intent. At such times the 

\ odd card, all arranged for, is put beyond his 

I hope ; and, at the close of tbe hand, his partner, 

I, innocent of having defeated a well-laid plan, will 

^say, "I don't see how we could have played any 

Ibetter." 

While the opportunity of playing the grand 

coup occurs to an individual player but once in 

a thousand or more rubbers, the chance of throw- 

ing the lead, parting with the proper card, giv- 

lilng advantage to partner, or forcing a lead of the 

ladversary, occurs in almost every hand. A, had 

rthe 9 and 5 of diamonds (trumps). The trumps 

I were al! out but four, and A. knew that C. had 

l;the 7 and 4. He also knew that C. held the 10 

i clubs, of which he had the twelfth card, the 

The score was 6 to 6. Each party had five 



176 AMERICAN wmST. 

tricks in this hand. A careless player would 
have thrown the highest trump, and lost the 
game. A., throwing the lead and forcing the 
play, makes the odd trick. 

Ordinary players are desirous to go on with 
play, and jump conclusions. " Don't stop now 
to explain that; we haven't time; go oh with 
the deal." That man will never make a whist- 
player. He is like the boy who, when he meets 
a word that he cannot pronounce or does not 
understand, skips it. Whenever he comes to a 
hard place he will play "something," and trust 
to luck. Did he but know that the beauty and 
worth of the game lies in knowing just what to 
do at those trial times! but he will never know 
it. 

Your partner's hand and your own are to be 
played in common, as near as may be, and, if you 
have not strength to maintain independence, to 
ascertain how you can be of service to him is of 
the first importance. Let us take an example, 
to ascertain what would be the value, in the re- 
gard of a good player, of a hand easily con- 
demned as worthless by those who must hold 
high cards in order to have their interest enlisted. 
The score was 6 to 6. D. dealt, and turned 9 of 
clubs. A.'s hand was 10, 8, 6, 5, 2, hearts ; 7, 4, 
3, spades ; 4, 2, diamonds ; kn., ro, 8, clubs. A. 
led properly the fourth best of hearts, B. took 
with qu., and led the 5 of clubs. D. played 7, 



WHIST PRACTICE. Ijy 



rA. 8, C. 2. A. led kn. clubs, C. 3, B. k., D. 9; 
B, ace clubs, D. qu., A. 10, C. renounced, B. 
led ace hearts, and his two trumps gave him the 
odd card. B. knew that A. led from his long 
suit, and dared finesse, but not return the ace. 
He also knew by A.'s play of 8, then kn., that 
A. had no higher than kn. in trumps, and that 
he held the 10. If A. had argued, " I have no 
cards that are worth anything, it matters not 
what I play," he would have found the diamonds 
on the one hand, and spades on the other. D. 
would have thrown his last heart on his partner's 
play of spades, and trumped the heart led him 
for that purpose, making the odd trick and 
k game, in place of losing both, 

A, and B., 6; C. and D., 5. Eight rounds 
have been played. C. and D. have six tricks. 
> A. is to lead from 7 and 6 of spades, 10 of 
[ hearts, and 9 and 4 diamonds, trumps. Now, as 
'■ A. says, C. and D. have all the luck, and it can 
I make no difference to him. A., which of all 
f these cards he plays. There is a higher tnimp 
I than his somewhere, and the sooner he gets rid 
L of these small cards and has a new deal, in 
[ which he hopes for aces and kings, the better. 
L Of course this game is lost with his little cards ; 
r he can do nothing to prevent it. By the score, 
} if he consulted it, he would see that he wants 
I all these tricks to make the game, but he does 
not know that by his proper play he makes a 



1/8 A.\fERrCAf/ WHIST, 

coup far more complimentary to himself and his 
partner than was effected by the taking by high 
cards of his two earlier tricks. He leads the 4 
of diamonds to call down the last trump; then 
he can trump a club if it is led to him, and that 
may keep the others from going out, and, as he 
says, is all there is in this hand. He is surprised 
to see his partner's 10 fall on the 4. His partner 
leads ace of spades, and then a club, that is 
trumped by A., who then leads the other spade. 
The k. is played by C, who leads ace of hearts, 
and the game is won. 

Now, let us put the cards in master hands. 
A., knowing that B. played kn. second when led 
as C.'s best suit after clubs had run, plays the 
7 of spades. B. finesses qu. and returns ace, 
taking k., then leads a cliib, which A. trumps, 
knowing, as he should know, that B. held the 
other trump and no heart. A. leads the 10 of 
hearts ; B. trumps, and returns clubs, but not 
the best, which A. takes with last trump, and A. 
and B. win every trick and the game. 

Be very careful about your second or third 
hand play when long tenaces are over you at 
your left. Thu.s, holding qu., lO, 4, play 10 and 
draw k. If fourth player holds ace, k., and 8, 
and is obliged to lead, you make the qu. If you 
play the 4, you lose all the tricks. 

Look over good players ; but though in liberal 
Clubs the liberty may be accorded you to see all, 



WHIST PRACTICE. 179 

see but one hand during' a game. You cannot 
trace the action of a single player, if curiosity to 
know more of the condition of things than he 
does induces you to ascertain the situation of 
other cards than he holds. The law that governs 
a proper table will allow you to see but one 
hand, for the reason that bystanders, passing 
about behind the players, may confuse their 
game. Watch the one play, and try to under- 
stand the reason for it in detail. If you do not 
understand, ask the player, after the hand is 
played, to explain. There is no good player who 
will not gladly give explanation. 

Be punctual to the instant in an appointment 
for whist. Remember, if you are fifteen minutes 
late, it is not the loss of that time for which you 
must apologize, but for the loss of the forty-five 
minutes of the time of three other men. 

Whoever would lilce to talk but a little, even, 
at a whist table, must recollect that whatever he 
would say can be reserved until after the hand 
is played, and that, though one only speaks, three 
hear, and each of the three must be more or less 
disconcerted in his own plan of calculation. 

Your partner has turned qu. When you 
lead a small trump to him, he takes with kn. 
and returns the 3. I Tow many trumps, at least, 
has he? Suppose he takes the qu. and re- 
tums kn., how many trumps, at most, has he? 
Suppose he takes with ace and returns k., how 



1 



l8o AMERICAN WMIST. 

many has fae? Suppose he takes with k. 
returns qu., how many? If he takes with qu. 
and returns k, how many? 

When trumps are out, or all that are in play 
are in your partner's hand or your own, it is 
known that the play of an unnecessarily high 
card, and then a lower one, docs not mean a call 
for trumps, but it does mean that the party so 
playing has good cards in that suit. For in- 
stance, hearts trumps, and exhausted ; your part- 
ner plays k. of clubs, you 7. He follows with ace, 
you play 6 ; he knows you have the qu. 

In shuffling, one of the best modes, usually 
called the whist-shuffle, is to throw a part of the 
cards from the right hand among the rest of the 
pack in the left. Care should be taken that none 
of their faces should be seen. Never stand a 
part of the pack upon the table and force the 
rest down into it ; by so doing you cut or tarn 
the edges. 

In dealing, keep the cards level in the hand 
from which you deal, and point them downward 
when thrown. 

In the library or drawing-room a table is made, 
and A. says, as he looks over his thirteen cards, 
" I declare I don't know what to play ; " and B. 
responds, " You would if you had my hand ; it 's 
awful ; " and C, says, " Well, play j«Hrthing ; I 
can follow suit to (Taj^hing ; " and D. groans, 
" Yes, give us something. I want to get through 



:. and 1 



IVHIST PRA CTICE. \ 8 1 

■ with this hand." Not one of the party happens 
to hold three aces, three kings, three queens, and 
four trumps, and is not satisfied. They do not 
think that among them is distributed all the 
cards there are, and that it is by the best use of 
such as each may chance to hold, the great game 
is played. 

A literal sequence may be of two cards, but in 
whist parlance it means three or more of value 
consecutive, either of which can be taken only in 
its own suit by a card higher than the highest of 
the three. 

The leader must play coups as well as the fol- 
lower. Brilliant play is well-judged digression 
from routine play. It is the partner's business 
to watch for and inteqiret this. The gain that 
s worthily made is made by skilL The tricks 
that are made by calculation denote the player. 
Independently of the fact that a lead from a 
long suit is better than one from a short suit, 

. because it informs your partner, your own hand 

' is benefited by such play. Suppose you have 
ace, qu., and 4 of hearts, 10 and four small clubs, 
ace and two small spades, trumps, and qu., kn., 
diamonds. If you play the fourth best in clubs, 
your hand is intact for use in all the other suits. 

. If your partner plays qu., holding k., and D. 

' takes with the ace and leads a diamond, his long 
suit and your short one, your kn. may take a 
trick, or pave the way for the qu. to do so, al- 
though you have but two. 



IS2 



AMERICAN WHIST. 



1 



To the practice of "calling," objection has 
been made because it is said to be a signal so 
definite. It is no more so than many others. 
Whist is cards at conversation : they speak, not 
the players, except through them. When an 
ace is thrown away, it says: "The king and 
command remain." When a knave is thrown 
second, it says: "The queen wants the next 
trick, if you take me." The call and the echo 
are proper plays, informatory to all, to be obeyed 
by one party and resisted by the other. The 
call is easily learned, and is more common in 
practice than many whist signals. It is more 
abused than many. Some parties in its use can- 
not avoid, as it would seem, accompanying the 
making it with an earnestness not attendant 
upon any other play. All this is wrong. The 
partner sees, and knows, and remembers what 
is played quietly ; the better the partner, the 
less necessity for affronting his common sense. 
The call is made not only at the beginning of 
the play of the hand by the fall of an unneces- 
sarily high card among the lower ones, and then 
a lower, but it may be made at any time during 
the hand, and by cards of any denomination. 
The qu. and then the kn. upon a lead is a call, 
as well as the 3 and then the 2 ; and the dis- 
card is equally effective. A 5 thrown away, and 
then a 4, is a definite call or echo. You si^al 
in one suit for the play of another. Certainly, 



WUIST PRACTICE. 



183 , 



for if it was that suit which you wanted, you are I 

playing it now, and may throw what card you ■ 
please. You ask for trumps, having many and 
wanting advantage. Your adversaries are not 
deceived. It is a signal that requires two rounds 
to complete. You read other signs in single 
plays. If you play a k., and change the suit, 
the inference is you have ace and kn. If you, 
second hand, have a knave and 5, you throw 
the kn., hoping that the leader will change his 
suit from k. led. The playing of a high card in 
such manner, and afterward the lower card, 
gave rise to the general admission of the trump- 
call tactics. 

A false card is a card played that deceives 1 
the partner. It must not be confounded with 
one that is merely irregular in lead or follow, 
A discard that may be made instead of one that 
could have been made is not necessarily false 
play. Coups are always irregular, but they are 
not false but brilliant variations from routine. 
If second hand plays ace, holding k. upon a small 
card led, he plays a false card ; but if he throws 
away an ace, retaining deuce of the same suit, he 
does not play a false card. If a player leads the 
10, holding qii., kn., and small cards, he plays 
falsely; but if he leads the 10, holding ace, k., 
and others, intending to draw any three cards 
and to hold control in order to make his long | 
suit, it is not a false card. 



|S4 AMERICAN WHIST. 

Perhaps there will be some difference of opin- 
ion between players about deep finesse and the 
forcing of partner when weal( in trumps. But 
there need be no question in the mind of any 
strong player holding the tenace and other 
trumps as to the propriety of deep finesse in a 
plain suit, that if unsuccessful throws the lead ; 
or of giving partner an opportunity to make a 
card of his best perhaps his only suit, before he 
hurries him to trump a low card, necessitating 
a return lead that cannot probably be made to 
the best advantage. It is one thing for A. 
strong in trumps to lead to B. the suit of B., 
when B. is weak in trumps; but it is quite an- 
other thing for A. to force B. to play a small 
trump, and then ha\'e B. lead to A. the best 
suit of B. But the best mode of play is for the 
best players to adopt ; and they will not be in- 
fluenced by haste to force a trump when by 
care they can promote a much more satisfactory 
result. 

Cases are exceptional where leads from short 
suits, because of calculation as to result, can be 
proper. But such cases do occur, and it is keen 
Judgment that readily appreciates the situation, 
and dares to throw the lead despite the rule. 
Grand coups deserve no more credit than grand 
leads. A brave player in certain cases takes the 
respon.sibility of the game from the start, and, if 
he has a good partner to quickly read his mean- 



A 



WHIST PRACTICE. 185 



I 



rbig and to assist him at any sacrifice, he will 
win by a series of brilliant play tHat would elec- 
trify a mere follower of book-rule. 

Play over illustrated games, and note all the 
explanations for their conduct. 

" Study all written maxims with the cards placed be- 
fore you in the situations mentioned." — Mathews. 

You will not hold the same hands at the table 
in regular play, but yon will meet with situa- 
tions similar, 

"When a player has committed a series of puerile 
mistakes during a rubber, every one of which is re- 
ferred to as bad play in whist books, and then an- 
nounces with an air of triumph that he never read 
a book on whist in his life, it is rather disappointing 
for his partner to inform him that his style of play 
indicates the fact." — Drayson. 

In the overplay of the hand, see if you can im- 
prove upon the play of partner or opponent for 
reasons that either might have had, governed by 
the knowledge of the play as it progressed. 

It is not well to lead trumps from an utterly 

doubtful suit of trumps. For instance, holding 

k., kn., 7, 4, or qu., 10, 6, 3, better lead a plain 

suit, for you may lose every trick. In this mat- 

I ter of trump-pi ay ing, regard must be had to the 

\ fact that in short whist there is always place 

I for the ascertainment of honours ; but you are 

[ obliged to make points. And the number of 




^ 



^ 



t86 AMEICICAX wjiisr. 

points that you have to gain gives freedom for 
finesse 

The call from your partner to you or by you 
to him for trumps is by the play of an unneces- 
sarily high card upon a plain suit led, and after, 
a lower card, or by the discard of a card higher 
than that afterward discarded. The echo is 
made by the same mode of play. If you have 
five trumps and not ace, k., at the head, you lead 
the fourth best as in plain suits. If your partner 
has four trumps, he makes it manifest, unless 
he takes the trick by the throwing of a small 
one, and after, one smaller. If he takes the 
trick and then plays a very low trump, you may 
infer that he had four originally, or that he has 
no more. The proper leads of trumps have been 
given. Should you lead a low trump through 
k. or qu., turned on your left, and your partner 
takes with kn. or lO, having but one more, he 
may not return the lead. You then have it at 
option, upon obtaining the lead in a plain suit, of 
playing again either through the turned trump 
or of attempting to take it. 

No man takes up twice the same hand, per- 
haps never takes two hands that have close re- 
semblance to each other, save only in the num- 
bers of the cards that form the respective suits. 
Leads may be ordained for him, but by and 
by, as the hand is being played, there comes 
a choice bclwi^en what is most proper to be 



WHIST PRACTICE. 187 

thrown. The good player is conspicuous here, 
and his action must be read and understood by 
his partner. What made Deschapelles "the 
finest whist-player beyond any comparison the 
world has ever seen"? The doing of those 
strange deeds of finesse, to the depths of which 
no book logic can reach. His was a briliiant, 
daring game. As the position of the cards de- 
veloped, he planned for their fall. The plati- 
tude of an ordered game was not for him. Let 
us have an illustration. Lecon., p. 22 : " Seven 
rounds were played. It was his lead, and he 
held tierce to a king in clubs, the 7 of spades, 
the queen of diamonds, and the last trump, a 
small heart. He must have all the tricks. The 
king of diamonds was with his adversary. The 
king and queen of spades had both been played 
and made by his left-hand opponent. The 10 
and another diamond were with his partner. 
Four spades were out, and the two highest must 
be with his partner. Clubs had been piayed but 
once, and the 10 had taken the trick. The 
book-player, if indeed in his monotonous follow- 
ing out of suits he could have arrived at such a 
crisis, would play the knave of clubs, and if his 
partner played properly he would have won the 
game. But Deschapelles threw the trump. On 
. it his partner, who saw that the club sequence 
was the cause, played the ace of clubs, and Des- 
chapelles read the reserved tenace in his hand. 



1 




1 88 AMERICA ff WHIST. 

He led the spade, which was taken, and the ace 
returned by his partner. Upon that he threw 
the qu. of diamonds, and to the 4 of clubs next 
led he played the knave, and then the king 

and queen." 

It is the manner of play to which we call at- 
tention. Men must remember and must plan 
who play with such as Deschapelles. The de- 
tails of whist are not microscopic but kaleido- 
scopic, and the illimitable changes must be 
noted as they go, A sketch of one of Descha- 
pelles' beginnings follows. He held: — 

Ace, king, g, 3, diamonds. 
King, queen, 8, 6, clubs. 
Ace, 1, 4, 3, a, spades. 

8 of hearts turned to his right. 

He led the king of diamonds, which took; 
then the king of clubs, which took ; then ace of 
spades, on which his partner threw the king, 
and Deschapelles at once followed with the 3, 
Where is Mr. Pole with his "theory"? What 
shall Cavendish and J, C. say to this ? "Avoid 
changing suits." "Never force yoiu* partner 
if weak in trumps," and he had not one. At 
our imitative English short-whist clubs, the ace 
of spades would have been loyally played at 
first ; then, frightened by the fal! of the king, 
the leader would have thrown the king of clubs 
or king of diamonds, that suit to have been 



M 



WHIST PRACTICE. 

kept uninterrupted so long as he had to lead it. 
B. (Deschapelles' partner), holding queen, knave, 
and lo of spades, took with the lo and led a 
trump. Three points were required and made, 
the last trick taken by the queen of spades. 
There is more of life and interest in such a 
game than in an hundred that plod on with 
three cards in succession of a suit until it is ex- 
hausted, and the thirteenth held to come in after 
the trumps are out. 

In the main, the counsel is wise that advises 
the fellowship of the hands, and the adoption of 
the long-suit lead. But the brilliancy of whist 
is manifest in its independent play. One of the 
most accredited plays of Deschapelles consisted 
in trumping his partner's trick, and sending him 
back a card to take at highest cost. Another 
advantageous play, to which his own name was 
given, was made for the purpose of throwing the 
lead with the highest card of a suit, to iie taken 
by an opponent with one still higher. But the 
great player did not violate principle in the least. 
It may be said in reply that he combined the in- 
terest of his partner's hand and his own for the 
most favorable results. So he did, but it was 
by the performance of a deliberate, venturesome 
act, for which a " theory " that proposes to reg- 
ulate play furnishes no explanation. 

An individual theory upon any subject-matter 
may be advanced. It is Mr. A.'s or Mr. B.'s 



1 

i 



igo 



AMERICAN WHIST. 



opinion : each man may have his own ; it is his 
privilege of speculation. The modus operandi, 

or " theory," as it is called, of some principle as 
exerted in a certain direction, may be named as 
in accordance with or opposed to action taken 
by agreeing or discordant " Iheories." But the 
theory of a science, an art, a creed, or a game 
means, if it means anything, an embodiment and 
exposition of all the laws and principles which 
direct and govern its practical administration. 
The theory embraces maximum information. 
When we tell of the theory of a subject, we 
mean its underlying principles and all the wealth 
of its understanding, its value morally, reli- 
giously, intrinsically, as an art, belief, or science. 
It is an easy matter to construct a so-called 
"theory;" easiest when there is little opposi- 
tion to recognized assumptions. A man may 
be at much painstaking to transmute accepted 
regulations into discriminating statements, and 
call the result a "theory." " But a person who 
uses an imperfect theory, with the coniidence 
due only to a perfect one, will naturally fall into 
an abundance of mistakes ; his predictions will 
be crossed by disturbing circumstances, of which 
bis theory is not able to take account, and his 
credit will be lowered by the failure." Dr. 
Pole's "theory" declares that two hands sJiall 
be combined and treated as one, but as practi- 
cally that is impossible, unless the individual 



J 



WHIST PRACTICE. 191 



I plays a du.nmy game, the positive declaration is 
not important. The nearest approach to dual 
tactics that fact will allow is in the gradual re- 
vealing of the situation of unplayed cards. 
Again, this " theory," trenching upon practice, 
may insist that the lead shall always be from the 
longest suit, in order to aid the theoretic idea of 
combination, but the ingenious player, choosing 

tto reserve his strength, may win by practical 
management of which such " theory " does not 
dream. 

The "fundamental theory " of music is found 
in the knowledge of harmony and melody, not 
in the employment of a certain scale, upon 

I whose octaves all order of expression must be 
written. Heat is convertible into mechanical 
energy, but the manner of conversion is not the 
theory. Steam in theory is elastic, but the 
available plans for its use by Watts were but the 
elicitation of theory. The theory of life does 
not consist in giving instructions how to live, 
but in presenting the principles upon which in- 
structions are to be founded. The instructions 
[ may at times be incorrectly drawn, and are sus- 
iceptible of change, but the theory is immortal. 

A theory is in no wise to be changed by prac- 
[ tice. The "theory of play," or, what is better, 
t the theory of rule of play, is quite another mat- 
L ten If it be argued that the attempt shall al- 
p ^oays be made on the part of each player to play 




iga AMERICAN WBJST. 

his partner's hand as best he may in common 
with his own, and that, in order to a mutual un- 
derstanding, the long-suit lead is proper, that is 
A.'s or B.'a plan to insure the most tricks, and is 
a regulation for the game in practice. If this 
were all, if this were the "^fundamental theory " 
of the game of whist, wherein should we have 
briniaBt play that might at any moment sacri- 
fice partner and role .• What need of laws for 
practice, honoring principles, if theory were sal- 
istied by the obe^-al of but one ? Is not theory 
the sura of principles to be applied, and practice 
the manner of application 1 

The misapprehension of terms is shown by an 
anecdote of a financier, who explained to certain 
capitalists that in a contemplated venture they 
could not make money beyond the expenditure. 
" That is all well enough theoretically," said one 
of the parties, " but how is it practically ? " 

" Practice," says Sir William Hamilton, "is the 
exercise of an art or the apphcation of a science 
in life, which application is itself an art, for it is 
not every one who is able to apply all he knows, 
there being required over and above knowledge 
a certain dexterity and skill. Theorj-, on the 
contrary, is mere knowledge or science. There 
is a distinction but no opposition between the- 
ory and practice ; each to a certain extent sup- 
poses the other On the one hand, theory is 
dependent upon practice: practice must have 



WHIST PRACTICE. 



193 



preceded theory, for theory being only a generaJ- 
ization of the principles on which practice is 
founded, these must originally have been taken 
out of, or abstracted from, practice. On the 
other hand, this is true only to a certain extent, 
for there is no practice without a theory. The- 
ory is simply a knowledge of the principles by 
which practice accomplishes its end." 

The question that is sometimes put, What is 
the theory of American or Standard whist ? is 
not improper or unexpected. Whist is a part- 
nership game at cards played in silence, in which, 
more than in any other, intellectual acumen and 
the use of memory are demanded. When con- 
verse during the play is denied ; judgment 
exercised as to what course of play will win the 
largest number of tricks ; skill shown in deter- 
mining how best to act when written regula- 
tions, not laws, are disregarded, as well as how 
to act in conformity to rule ; observance made of 
routine and departure from it ; inference drawn 
from, and reasons assigned for, the player's ac- 
tion ; and honorable conduct assumed through- 

t, — the theory of whist is expressed in prac- 
tice. When it is stated that these principles 
and the decrees that govern practice must be 
obeyed, that partners shall enjoy their interests 
in common and agree to conditions that are just, 
its theory of law is written. All minor exposi- 
tion of principle in play is recital of its deeds. 



1 



194 



AMERICAN WHIST. 



1 



Whist is eminently practical, following intellec- 
tual guidance, but not submitting to autocratic 
rules. Whist theory announces the existence 
and knowledge of a game whose value by mental 
application can be ascertained, and the funda- 
mental principles upon which the management 
of that game is to be conducted, to which the 
players must conform, and not the regulations 
for its play, which, though generally adhered to, 
may at times be disregarded. The rules are not 
a part of the theory, since that can admit of no 
modification. The theory, the principles, the 
laws, must not err in any particular. The rules 
that are for practical use are at the mercy of 
the judgment of the player. 

The table at American whist is matter of 
agreement. The players decide how they will 
play. The table at short whist is seldom ar- 
ranged as the players themselves would have it. 
The table at American whist is seldom ar- 
ranged otherwise than as the players desire. 
U is customary at an American club for two 
players to challenge other two, or for four players 
to fomi their evening game. There is no cut- 
ting in at this table, and no admission to it save 
by agreement. If there were no denial to the 
party who does not know the game, when would 
four persons who do know it be sure of an op- 
portunity for playing it ? Courtesy .' Yes, at 
certain times and places, when proper to be 



WHIST PRACTICE. IgJ 

extended. But the one fact exists and rules, to 
make the difference in tlie practical play of the 
two games. In the one, the discourteous man 
has the chance to press in, whether prepared by 
knowledge of the game or not ; and by the rules 
it is discourtesy on the part of four men to deny 
the one man the privilege of inconveniencing 
them all. In the other, there is no understood 
reason why four men should be considered as 
the possessors of no rights because one man 
supposes that his will should be paramount. It 
is a very simple matter for men who desire to 
play whist with good players to accompUsh their 
wish. Let them study and observe and leam. 
It is with whist as with mathematics. The man 
who never heard of Euclid may not hope to sit 
down with professors. 

Cavendish, who is truthful in his statement 
that long whist is preferable to short, and who 
says '•» perfect game ought to excite such 
an amount of interest that it may be played for 
*its own sake, without needing the stimulus of 
gambling," asks this question : " If the game is 
sufficiently interesting to keep the players pleas- 
antly occupied, and to afford material for inno- 
cent and healthy enjoyment, why play for a 
[ stake at all .' " and adds, " None of the quoted 
I writers have answered this question." 

When we consider that all his " quoted writ- 
rs" agree in their preference for the short 




Ig6 AMERICAN wmst. 

game over the long one, " because money 
changes hands with such increased rapidity," 
we very naturally conclude that some time will 
probably elapse before they will answer the 
question. But we on this side of the water can 
make reply that there is no reason why intel- 
ligent men should ptay for money, but that, on 
the contrary, the game that forbids its use is 
considered by those who play it to take prece- 
dence of any intellectual recreation in the world. 
In it the cards are made to represent ideas, 
occasioning its results to be victories of cal- 
culation. Chance, however, has its frequent 
opportunities for baffling the skill of expert ad- 
versaries; but the holder of master cards must 
see to it that he uses them all to the best 
advantage, for the gain to which accidental 
possession promises insurance is liable to 1 
subtraction that ingenuity may compel 

There is a story told in detail by on»of the J 
best players in America, that enlivened one of 
the great clubs of New York, and that is said 
to have induced several prominent men of that 
city to study whist. We give a portion of it in 
the narrator's words : "I visited the rooms of 
the officials at the Grand Station, and was in- 
troduced to , a railway magnate. My 

business over, and copies of my papers made by 
one of the swiftest of stenographers, I took my^ 
hat from its place with others that ^ 



-3, I took myi^^H 
it were in '^^^| 



I 



WHIST PRACTICE. I97 

line, and said, as I was making sure that I had 
the right one, 'Yes, this is mine ; it was at the 
head of the sequence.' *Do you play whist?' 
'Sometimes.' 'Do you play well?' 'I am 
trying hard to do so.' An appointment was 
made. . , . My partner was the gentleman of 
whom I have spoken. We played against two 
fine players, one of whom {we will call him C.) 
never before met either my partner or my- 
self in the game. We were successful, having 
made in the course of the play some very good, 
even notable, strokes, that between the deals 
were freely discussed. At lunch, C. said to me : 
' You beat us. You hurled railroads at us. I 
am not in the habit of playing with men who 
handle cards as they do great properties, and 
yet those are the very men who can understand 
the game of whist.' " 



The laws of American whist are few, for 
much is assumed to be done upon principle that 
needs no direction. The cards having been 
dealt, it is customary for the first player to wait 
until ail are ready and then make his lead, after 
which no word passes between the players until 
the last card of the hand has been thrown. If 
in the course of play a card is thrown out of 
turn, the offender takes up the card, and the 
proper person plays. At the close of the hand 



1 



^L turn, th 
H proper I 



198 AMERICAN WHIST. 

the opponents take a point as penalty for the 
accident. In case of revoke, the party offending 
suffers as in original whist, — three points, or 
three tricks. No interruption is caused by a 
spoken appeal or reminder : such offense is 
punishable by the loss of a point. The conse- 
quence is, as may readily be imagined, that the 
charges for revokes and playing out of turn are 
very occasional. 

The matter of how much time is required for 
a rubber is of not the sUghtest consequence. A 
game or a rubber is merely a stopping place, a 
halt as it were. You may make changes there 
or continue. A very long rubber is preferable 
to a short one, because there has been so much 
more opportunity for play before the making 
of a record. In English whist, the quicker the 
rubber is over, the better ; everybody is in a 
hurry. In American whist, a rubber occupies 
from one to two hours, and the play is discussed 
after each hand played. Therein is the interest. 
Sometimes the hand is over played and ana- 
lyzed. It is a game of enjojinent because of 
painstaking. 

It may happen that the original lead of second, 
third, or fourth leader had best not be of his 
own suit. For instance, A. has led a small cluh, 
on which B. throws the 8, and D. takes with the g, 
D., holding no suits for declaration, plays the 10 
c. through the strong hand. Or B. may have but 



WHIST PRACTICE. 



199 



ace, k., and taking with ace may play k. Or C, 
may play qu., D. may be forced to play kn., and 
C, strong in trumps, may lead a low card back 
for D, to trump. 

Again, it may be that the best original play 
third hand can make is to return a low card of 
the suit originally led. Such course may give 
first player the most proper information. 

It is more difficult to order the second lead 
than the first Usually, for instance, holding five 
after the play of ace, fourth best is played. But 
much depends upon the fall of the cards as well 
as the condition of the leader. It may be ace, 
kn., 10, 4, 3, are held. Ace is led and the j and 2 
fall, partner renouncing. The 10 and not the 4 
is the proper lead. Or, it may be, second hand 
may throw qu. on ace and third hand k. The kn. 
is then the proper play. 

It is well at certain times for a leader to re- 
tain a strong trump suit, leading a card which 
does not deceive from a short suit. But it is not 
well for a player to hold his trumps merely be- 
cause he has many. If he says, " I play from 
three trumps, or from four, but holding five or 
six I lead a plain suit," he virtually says, "I play 
for my own hand, though it bankrupt my part- 
ner, " 

We have said that the lead of qu. at head of 
three was not a strengthening play. The lead 
of kn, at head of three not the lO and 9 is one 



J 



200 AMERICAN WHIST. 

of the worst of leads. It signifies nothing ami 
avails nothing. 

While the g led to designate k. and kn. held is 
one of the best leads that can be made, yet that 
combination, led up to with small card by part- 
ner, is one of the most ineffectual. Finesse 
should not be made in it. Play the k., and if it 
takes return the kn. Of course if partner leads 
the S, play a small card, for he must hold ace, 
qu., 10. If strong in trumps take with the 9 and 
play a trump. If you pass the 8 and he is strong 
in trumps, seeing the situation he will play his 
best trump. 

The assertion is made that it is not always 
well to lead from the longest suit. The best 
whist does not consist of merely the getting out 
of trumps, and making tricks with four or five or 
six cards of a plain suit. When it can be done, 
it is proper enough for trickmaking, but only 
the fortune of the cards confers the privilege. 
Better play can be made by management of short 
suits, when no long suit but that of trumps is 
held. If the trump suit had best be led up to, 
and, by a short suit lead which does not deceive 
the partner, the player can compel such play, he 
may make his tricks in very proper manner 
Suppose the original leader to hold qu., kn., 10, 
and 2 of hearts, k., qu., and 3 c, and 10, 7, 6 4, 3, 
2, d., the k. d. turned. His best lead is the qu. h. 
The lead of the 4 d. may ruin his partner's hand. 



WmST PRACTICE. 20I 

Suppose he holds k., kn., 9 of spades, two little 
hearts, two little clubs, and six trumps headed 
by qu. not in sequence, the Q of s. is his best 
lead. If, however, he has kn. and two low spades, 
qu. and one low h., k. and one low c, and six 
trumps of whatever quality, he should lead a 
trump. 

The mistake of holding up the trump because 
the leader has no suit is most frequently made 
by ordinary players. Trumps are led originally 
for one of two reasons: (i) because the leader 
is to have benefit from their exhaustion, and {2) 
that his partner may be assisted to make his 
suit. Whenever a player, therefore, leads from 
a short suit for no other reason than because he 
holds several trumps which he declines to play, 
and especially when by such lead the table is 
deceived, he proclaims himself unreliable. 

Playing up to the weak in trumps, and often- 
times in plain suits, may be the best order at 
a certain time. A. leads the 6, C. trumps. C. 
throws the 2, B. the 9, and D., holding ace, qu., 
ro, 4, takes with 10. D. should at once lead 
back the 4. Or A. leads the 7 h. C. throws 3, 
B. 10, and D., holding kn. and 6, takes with kn. 

ID.'s next play should be the 6, 
Whenever the partner holds the remaining 
trumps, play to him your best cards, regardless 
of tenaces. At such times never speculate nor 
finesse. 



AJifEfifCAN WHIST. 



jf the I 



Players who advocate the turning of 
trump from the still pack give two principal 
reasons for such action : First, that the best 
whist may be played if no card in any hand is 
known ; second, that the trump card may not 
be played through. Elsewhere, p. 131, we have 
alluded to this matter. Perhaps it is better that 
some one thing should be known at the begin- 
ning of play ; and secondly, upon the discovery 
by play that would most probably be made, a 
high card of any suit in any hand is liable to be 
forced. At any ratSj there is enough for the 
original leader to consider, although he begins 
having knowledge of one card that is held by his 
right-hand opponent, The trump card turned 
is, as it were, a kind of regulator, and the advan- 
tage of knowing what it is, is shared alike by 
every player and in regular succession. The 
practice, therefore, of turning the trump from 
the active pack is not detrimental to the in- 
terests of the best game that can be played. 

True whist is the development of calcula- 
tion. He is the best player who looks into the 
future of the hand and makes his gains on the 
errors of others, or compels the play of the op- 
ponent. To give a trick and throw the lead to 
make two tricks for the one given is worth more 
in play than to take ten tricks with leading 
cards. The score that is made by master cards 
is of small account ; the score that is made by 
quality of play is of great account. 



I 



WHIST PRACTICE. 203 

To show how little persons who play what 
they call whist know of the game, we will sup- 
pose that A. holds k,, kn., g, 8, and 4 c, that C. 
holds qu., 10, 7, and 2 c. ; that B. has no club ; and 
that D. has ace, 6, 5, and 3. A, leads the 8 c. C. 
follows with the 3 c. B. trumps, and D. plays the 
3 c. B. takes up the trick and leads. Every one 
is satisfied, and no one knows that he is not play- 
ing whist, and yet every player has played wrong- 
fully, A. should not have led the 8 ; but if he did 
lead it, C. should have played the lo, B should 
not have trumped, and D. should have thrown 
the 5. Every good player will understand the 
analysis. 

Once more, A, holds k., kn., 10, 6, 4, and 2 h., 
trumps. C. has the 9, 8, 3, B. the 5, and D. the 
ace, qu., and 7. He plays the 6 or 4 or 2, C. plays 
the 3, B. the 5, and D. the 7. C. played wrong- 
fully, but A. has thrown away a trick. Here again 
the whist-player will know that the kn. was the 
correct lead, no matter what partner may hold. 
These instances of wrong play, so far from being 
occasional, are constant, correct play being un- 
known to the general player. 

Probably in nine hands out of every ten that 
can be given, the man who thinks himself a whist- 
player, but who is not such from study, will lead 
and play one half the cards he hokls improperly. 
We will add the hand that Cavendish gives : 
ace, k., and qu. s., S c, ace, k., qu., and 3 d. 



204 AMERICAN WHIST. 

(trumps), and g, 8, 6, 4, and 3 of h. What man 
who does not know the principles of whist would 
properly lead the 4 of hearts ? 

We do not admit that there is a valid excuse 
for the play of false cards. If you hold qu., kn., 
and a small card of a suit, of which your right- 
hand opponent leads the 8, and you argue that 
cju. and kn. in your hand are equal cards, and 
play the qu., you have deceived your partner, 
whom you lead to suppose that you have but 
one card beside qu. played, or that you have k. 
and another. You have certainly told him that 
you have not the kn. 

Trumps should always be placed by a player 
in the same relative position in his hand, per- 
haps at the extreme right or left. Good players 
have enough to do to attend to their own hands 
and to watch the cards as they fall, and are not 
guilty of espionage. But it will be impossible 
for any player to ascertain the rank of trumps 
in any other hand, as they need not be disposed 
according to rank, or to determine how many 
are held, as there is no visible dividing hne be- 
tween the cards. The assertion that the number 
and value of trumps in a given hand can be as- 
certained by any other player finds its force in 
the gross carelessness of the player who holds 
them. 

The handling of thirteen cards during a dozen 
consecutive hands by the fine player, as by the 



I 



WUIST PRACTICE. 205 

ordinary one, may be very much the same, be- 
cause the chance for brilliant play is but occa- 
sional. But there comes a Itand, and in it a 
chance. The ordinary player stumbles through 
it, and makes the major cards. Give it to the 
line player,.with a partner of his own strength, 
and he will plan a play of it that will as far 
outrank the thought of the other man as Jay 
Gould's manipulations of :i railway scheme over- 
shadow the actions of a dabbler in its stocks. 
After the holder of the high cards has exhausted 
his battery, the holder of low ones may by infer- 
ence and calculation know how to do something 
that will get one trick which could not have been 
made save by such careful management. There 
is more value in this action than in a hundred 
pound-downs of aces and kings. 

Again, the moderate player in the early part 
of a hand succeeds, by trumping or forcing or 
playing leading cards, in making a certain head- 
way. This very gain, whatever it is, might per- 
haps have been much more ingeniously obtained 
without the trump, the force, or the showy play. 
There is but one trick played for in a hand ; the 
rest will make of their own accord. If you play 
over the cards that are played in the general 
way, you can see wherein might have been, if 
not a gain, at least a better mode of play ; and 
the better mode of piay is the very thing to learn 
and to practise. 



2o6 AMERICAN WIIIST. 

It is very easy to understand that great at- 
tention must be given to be able to accomplish 
designs that must be completed through calcula- 
tion. Then does it not follow that all interrup- 
tions hinder and annoy those who are carrying a 
purpose in their brain ? Of course the talk of 
penalties and claims for cards in error are con- 
fusing, and though they effect or settle an 
instant purpose, they interfere with considera- 
tions concerning what is to come. That is why 
it is that whist is a great game ; and it does not 
matter how it appears to the player who does 
some seemingly smart thing in an ordinary way 
in the early part of a hand, and who is badly 
playijig the cards that he is so sure he under- 
stands. He sees what he thinks is a surety, and 
accepts it ; he does not see what the issue is to 
be. 

It is true that all whist-players are learners ; 
that the better they play, the more they see how 
much there is before them. Nevertheless, the 
good players are the students of the principle 
and system of which that future development is 
the superstructure. If persons do not know how 
the foundations are laid, their judgment as to 
what can be built thereon will be worth very 
little. 

Two gentlemen about a year ago declared 
their intention of learning whist, and joined a 
club for that purpose. One of them played at 



WHIST PRACTICE. 207 



^Bfcvery chance with players of all degrees, and 
^V^Baw what they did, heard what they said, and 
tried to practise what seemed to him to be best, 
as the different plays and different remarks con- 
cerning them gave opportunity. The other 
watched one hand at a time, asked questions, 
took printed games and played them through, 
and read the reasons for what seemed to him 
peculiar. When the first man afterward began 
\ to study, he had to unlearn the greater part of 
I what he had thought was right ; when the 
1 second man began to play, he taught the mys- 
f teries of finesse to some of those who had played 
I longest. 

Unsafe advisers are they who assume to 

I know what is best to be done, founded merely 

I upon the practice they have had. Such persons 

I are ever ready to tell of what they have " tried, 

[ and it worked well," and what they believe to 

t be the " best play," no matter " what the books 

I say." Be sure of one thing, — whenever a 

I player boasts that his knowledge was gained 

rfrom practice and none of it from books, the 

I real player has no difficulty in crediting the 

I statement. It will constantly be seen that a 

I good player not only plays the hand that is hope- 

i as well as it can be played, but also the 

I hand that is mediocre, that is very good or very 

strong ; while the moderate player merely throws 

away the first two, and almost always loses a 

trick in each of the second two. 



« J 



208 



AMERICAN WHIST. 



If four gentlemen who call themselves whist- 
players, but who never yet individually or collec- 
tively did or could sit in silence while exciting 
and interesting business with cards wa„ being 
transacted by themselves or others, would re- 
solve, and keep the resolution, let come what 
would, for the space of five minutes, or during 
the play of a single hand of cards held by them, 
to observe ex<ery things but never speak of anything 
until the last card of all that hand had fallen, 
this, their first lesson in luhisl, woidd be replete 
with satisfaction. 



Cards are employed unworthily and have a 
bad reputation. So has gold, and for the same 
reason. 

We anticipate the remark which some proper 
person may make to the effect that he believes 
players of card games squander time, and desire 
to agree with him, confessing that much time is 
ignominiously wasted at the card-table. But if 
he ignorantly places whist upon his r6le, we as 
readily desire to be at issue with him, and to 
assert that he could possibly commit no error 
more likely to be exposed, to the great discom- 
fiture of hastily formed opinion. Men of busi- 
ness, or professional men, must have recreation, 
and the fascination of a game which, while it 
calls for the exercise of ingenuity and observa- 



iVHIST PRACTICE. 20g 

Ftion, constantly yields pleasant satisfaction, 
I while the result is more or less within the do- 
[ main of skill, is not to be criticised because of 
I its demand upon time for its investigation. It 
[ is a singular fact that while the game of whist, 
I properly played, requires the close attention, 
I .calculation, inference, which must be bestowed 
I Upon an important mercantile transaction, the 
I transfer of mental application proves congenial 
I to the rest that the brain demands. 

nan who has accomplished in business 
matters a satisfactory resiilt, at the end of a 
day's toil is weary ; at night he applies like con- 
centration to his game of whist, and is refreshed. 
The greatnesses and the littlenesses of a man 
come forth at the whist -table. The fairness or 
the meanness of his life-ways have illustration 
I there. His dogmatism, egotism, or his philoso- 
phy and manliness, are apparent. In no place, 
j.at no time, will overweening anxiety, impulsive 
I action, or nervous disposition sustain such de- 
I cided rebuke as at this silent game. In like 
I manner, honesty of purpose and propriety of 
I action take to themselves the unspoken compli- 
I ment. Is it a waste of time, is it not rather a 
I gain, when men strive to do away with undue 
[action or emotion, while under the potent sur- 
I veillance of friendly antagonists, and learn to re- 
I Bpect more and more the proper deportment of 
I their fellows ? Which is the best employment 



2IO AMERICAN WHIST. 

for an evening, — criticising the doings of Fitz- 

John Porter's court-niartial, commenting upon 
the inability of Dennis Kearney to govern Ire- 
land, dozing over a fifteen-cent novel, finding 
fault with the morals of everybody excepting 
Smith and yourself, and having grave doubts 
about Smith, or playing a game of intellectual 
whist ? 

If it were true, as many proper people urge, 
that any game of cards is mere amusement, even 
then let players have the best, and play as well 
as their capacity permits. But the error con- 
cerning whist lies in the assumption that it is 
to be classed with any game of cards. Any 
building is not architectural. It is for the man 
who built St. Paul's to show you how to be lost 
in space while you confess completeness in de- 
tail. It is for the student and appreciator of its 
infinite changes to understand and practise to 
advantage the game of most wonderful revela- 
tion. We do not propose to recommend as 
available, in any regard, the playing at playing 
whist, the mere letting fall of picture-cards and 
throwing away as useless all others in their 
turn, the mere gaining of tricks by the use of 
what is termed a good hand, the mere desire to 
make game with the least effort, although even 
this commonplace may pass for pleasure and 
the strain upon the business man's mind may be 
relieved thereby ; but wo do mean the game that 



\ 



WHIST PRACTICE. 2 

is accomplished by emleavor, tlio cards managed 
for the best effect, since he who knows, observes, 
and remembers holding the good hand or the 
poor hand, will inevitably use the same to better 
advantage than the careless player. Nor do we 
counsel a hurried game in which dependence is 
placed on proof of Fortune's favoritism, but the 
working game, in which, whether gain in points 
is made or lost, errors in play do not occur, are 
not allowed to occur, wherein finesse, and lead 
and follow, and throwing the lead, playing for 
the fall of other cards than one's own, remem- 
bering what has been done, observing what is 
being done, and calculating upon what must be 
done, retaining, inferring, that result may be as- 
sured, even if it be all for the purpose of thwart- 
ing a single advance, or gaining a single trick, 
or making a single brilliant play ; the working 
game that asks for utter competency and enter- 
prise, that is played through to the last, and that 
makes the last part better than the first, that 
plays for value of the play irrespective of what 
chance may order, — this working game is 
what we call the highest order of whist and the 
greatest game in the world. 




IRREGULAR LEADS. 

Irregular may be another word for forced. 
Irregularity is sometimes another term for bril- 
Hancy. An irregular lead is a finesse upon the 
lead. An irregular lead, unlike the play of 
a false card, must be made only when it can 
do the partner no harm. Lewis, of London, 
calls a well-judged irregular lead one of the tri- 
umphs of common-sense whist. When a player 
has strength in trumps or cards of reentry, he 
voluntarily makes an irregular lead. The rules 
are intended to apply to the usual conditions of 
the player's hand, and the usual propriety of 
play, but they cannot cover specific cases. The 
judgment which obeys the laws may violate the 
rules ; and in any event, when there is no rule 
there must be judgment. Irregular play is 
made after several rounds. The order for the 
opening is seldom disobeyed. It may happen 
that, before C. can make his original lead, A. has 
exhausted trumps save only the thirteenth in C.'s 
hand. C. holds a suit of ace, qu., and four small 
cards. If, on getting in, he leads ace, and B. 
holds k., kn., and a small card, when C. follows 
with fourth best B. plays kn. and makes two 
tricks. If C, sure of his power, leads fourth best 



l 



FRREGULAR LEADS. 2I3 

originally, B. plays his small card and D. may 
take with lo. 

A holds ace, kn,, and one small. To make 
two tricks he may play kn. But at the stage of 
the hand at which such play would be made 
from necessity, if C. held k. and qu. he would 
cover and risk the ace. In the event of any 
other holding of the suit, A. gains nothing. A., 
however, would be justified in leading the small 
card, retaining the tenace. 

The lead of the lowest card of any three is 
irregular, but it may be proper for A., holding 
ace and two small, to retain command. The 
small card may let his partner in to play his 
suit, while the ace remains a card of reentry. 

All underplay is irregular. It is finesse upon 
the lead. But it is not only justifiable, but 
proper, and at times provokes brilliant play. 
Usually, when opportunity is given for the play, 
the regular leads have been made and there is 
chance for display of ingenuity. While there is 
iflo satisfaction in the following up of suits that 
make play monotonous, the converse of such 
action is exhilarating. There was once a say- 
ing, "Avoid change of suits," but now the game 
is wearisome that obeys it. Original leads may 
be forced leads. A., informed by B. that B.'s 
suit is clubs, remains with the last trump and a 
Sure suit. He also holds k. c. and two small. 
[t is his original lead, and the k. c, is his proper 



214 



AMERICAN WHTST. 



Ace, qu., lo, org and three small may be held. 
If by a card of reentry or the last trump the 
holder can be sure of a second lead, he may 
draw three cards of the suit by the play of the 
qu., and make all the rest of the tricks. This 
he could not have done if k. and kn. were in op- 
posing separate hands and he had led the ace. 

Hearts, trumps, exhausted, you holding thir- 
teenth. You have ace, k., lo, 4, 3, 2, c. If you 
lead ace, then k,, your partner, uncertain of the 
situatioD of the last trump and aware that op- 
ponent led trumps originally, discards upon the 
k. from his best suit, D. regulates his play ac- 
cordingly. But if you lead for qu. or kn. to take, 
and D. plays qu. holding two more, he may lead 
through the strong hand or up to a tenace. 
Your lead to that tenace would have lost a 
trick. 

It is irregular, holding a long suit, to lead a 
short one, but the best play may happen in this 
wise. You hold kn. and four small diamonds, 
kn. and 5 spades, a. and k. c, and four small 
hearts, 6 s. turned on your right. You have no 
suit to make, and there is no need of your reen- 
try clubs. If you play a diamond, you may force 
your partner ; at any rate, you can be of no ser- 
vice to him. Lead the ace c, then k. ; if he 
calls, your kn. s. may be very useful. If he does 
not call, he sees that jour hand has no value, 
and will either make qu. c, or give you a chance 



IRREGULAR LEADS. 215 

to trump the suit, if possible for him to get the 
lead. 

Irregular leads are not to be confounded 
with false leads. A false lead or play is one 
that must deceive the partner or the table, while 
an irregular lead may be properly made and for 
sufficient reason. For instance, a player violates 
law when he leads from a suit of two or three 
cards if he has a better or a longer suit to de- 
clare, but he may have strength in a suit which 
must be developed before it can be used. Sup- 
pose a player holds two small cards of each 
plain suit and seven trumps. He must lead a 
trump. Any other lead is a deceit. But if he 
holds ace, k., g, 8, 4, 2, of a plain suit, three low 
cards of another, and four trumps, and leads 
the 8, it is not a deceit nor false play. His 
reasons are, that he has not strength enough in 
trumps to lead one ; that if he leads ace, then k., 
he parts with command ; that if his partner can 
play trumps for him he will do so ; that he shows 
three higher cards ; and that bis play will bring 
down three of the suit which he desires to clear 
and establish. 

Again : a player may hold ace, kn., 10, 4, 3, 
of a suit. He leads the ace, and neither k. 
nor qu. fall. If, now, he leads the 4, the trick 
may be taken by the g or 8, and the higher 
cards held up. His second lead of the 10 is 
irregular, but it is a forced lead, not a false one, 



J 



2l6 AAfERfCAN WHIST. 

Again : a player holds lO, 9, 5, 4, 2, of a plain 
suit and leads the + The qu. falls second, the 
k. third, and the ace fourth. If, on getting the 
lead, he plays the 2 to show his suit of five, it 
may be taken by opponent's 8, the kn. held up. 
If he leads 10, and it is passed, he either takes 
the trick or retains command. Again : a player 
holds a double tenace and a small card of a suit, 
kn. and three small of another suit, the ace of 
another, and four small trumps. He leads the 
lowest card of the suit headed by kn. It is not 
his best suit, but his reason is a good one for 
not opening that. His partner takes with k., 
and returns a card of the ace suit. He takes 
with ace and leads his lowest trump. It woiJd 
seem that he was very strong in the first suit 
which he led. But analysis will show that both 
leads, apparently irregular, were justifiable. 

Brilliant play is oftentimes phenomenal, but 
never false. There is always good reason to be 
given for its exercise. Some players, desirous 
of doing a strange thing, make an attempt to do 
it by a lead or follow whose speculation is not 
warranted by good judgment. Players had best 
consider that there is enough for them to do to 
observe the play of others, and to regulate their 
own by the proper rules. Only those players 
who, because of much study and by experience, 
understand wherein brilliant play may be made, 
are successful in making it. 




PLAYING THROUGH THE STRONG 
HAND. 

The value of the force by A. upon C. is not 
always properly estimated. The idea that, if 
C. desires trumps played, neither A, nor B, can 
desire that they should be played, is apt to 
have too much weight. Great pains is some- 
times taken by both A. and B. not only to ab- 
stain from leading a trump, but in every manner 
to hinder C. and D. from doing so. Players 
forget that play through the strong is play up to 
the weak. It may be that, when C. has called, 
A. can make no better lead, not even from his 
own strong suit, than a trump through the calling 
hand. The trumps must come out, and A, can 
understand that B. will not lead up to C D. of 
course in obeying the call must play through A. 
and up to B. But that may be a very different 
matter, in so far as A. and B. are concerned, 
from the play of A. through C. up to D. Fear 
of playing the adversary's game, and unwilling- 
ness to assist it, deters the play of a trump 
through that adversary's hand. Such play is apt 
to be looked upon as the doing of just what the 
opponent desires. But if it is done, in the way 
in which he does not desire it to be done, and 



2l8 AArE/trCAN WHIST. 

the lead comes from the quarter from which he 
least expects it to come, perhaps the only gain 
possible to be made may be by the bold lead 
assured. Again, it is thought that when C. ob- 
tains the lead he will, by the play of a low trump, 
allow A.'s qu. or lo to make over the best card 
that D. may hold. 

The advocacy of a rule to play the trump 
through C. is not proposed, but only the consid- 
eration urged that the card or cards which A. 
must lose should be lost at highest cost to the 
opponent. Suppose C. calls upon ace, kn,, and 
three small. A. holds qu. and 6 ; B. the k., lo, 2. 
If A. leads qu. through the calhng hand, and C. 
takes with ace, B. holds the tenace. If C. does 
not take, the qu. makes. Of course, if A, does not 
so lead, and C. gets in and leads small trump, A.'s 
qu. makes, but B. has no knowledge of the ace. 
A. B. are to make two tricks at any rate ; but 
if A., having his chance to do so, leads through 
the calling hand, E. knows who holds the ace if 
C. does not play it. Suppose that A., taking the 
trick, follows with the 6. C, knows that A. can 
have no more ; for A., holding qu. and two others, 
would not have led qu. through the call. C, can- 
not now place the lo. If he throws ace, it will 
not bring the k. ; and if he throws kn. to let k. 
take and be out of his way, he may leave lo and 
a small card in B.'s hand. If C. D. hold the 
trumps, D. having k.. A., by his lead of qu., has 
done no harm to himself or partner. 



PLAYING THROUGH THE STRONG HAND. 219 

Or, suppose that C. has called upon five 
trumps, k, high. B. has ace, kn., 2. A. has qu., 
6. A. leads qu. through the call, and unless C. 
covers, giving up control, A. B. make three 
tricks in trumps. If instead A. leads from 
plain suit, and D. gets the play leading to the 
call, A. piaying 6 and C. finessing 10, A. B. can 
make but two tricks. If A. should play qu. and 

C. k., the result would be the same. 

But it is not alone the matter of making an 
extra trick (which may be improbable) that A. 
considers when playing through the calling 
hand. He can see no chance for gain if he does 
not do it, and while such course is not made nil- 
able, and is not at times advisable, yet players 
will do well to remember that the pronounced 
strength is less dangerous in second than in 
fourth hand. 

It may be said that A. exhibits weakness by 
his lead. True, but he assists B.'s strength. 
It is evident that C. is strong, it is possible that 

D. is weak. The point is, in what manner can 
A. make a card of the third or fourth rank most 
useful? We give an example from actual play. 
C. had called. A. held the kn. and g h, trumps. 

C. held k., 10, 6, 4, 3. A. on getting the lead 
would not playkn. h., because, he afterward said, I 
such course would be the play of C.'s game, f 

D. on getting the lead threw the 8 h., on which J 
A. threw 9, C. 10, and B. took with qu. D., 



X20 AHERlCAJf WBIST. 

wfaen next hariog the lead, threw 7 h., A. kn., 
C. Ic, and B. ace. C afterward drew the j, and 
with the other trumps made game If, when D. 
threw the 8, A. had played kn., the result would 
have been in C.*s favor. A. B. could have made 
but two tricks. But if A. had led the kn. and 
C. had not covered, A. B. would have made 
three tricks, saving the game 

The gain by play of a second round of trumps 
through original leader is frequent. Clubs 
trumps. A. holds kn. and g, C, holding k., qu., 
6, 3, 2, led 3. B. threw 4, D. 7, A. 9. A. then 
declined to play kn., because it was C.'s lead. 
C. on getting the lead led k. c, which B., holding 
ace, 10, 5, passed. Diamonds were afterward led, 
and A. took with ace and led a heart. D. took 
the trick, led the best heart, which took ; then, 
on the tenth round, a small heart that C. trumped. 
C, on the eleventh play, threw the diamond lead 
into B.'s hand, who made ace c, and lost the 10 
and game. Had A. followed his taking with 
the 9 c. by the play of kn., A. B. would have 
made three tricks. If C. had thrown qu., B. 
would have passed, and A. would have seen the 
proclaimed tenace. When A. afterward made 
his ace d., he could have forced on spades, which 
by the play of the heart he had declined to do, 
not knowing the situation of the trumps, and 
fearing lest B.'s best trump would be drawn, and 
all the diamonds made. It is evident that if B, 



PLAYING THROUGH THE STRONG HAND, 221 

could have been helped to make his tenace and 
best diamond, the game was won ; also that no 
harm could come, but only probable good, by the 
kn. play. 

It is for the player numerically weak in 
trumps to consider that his chance for using 
them upon plain suit tricks is small ; that his 
trump or trumps will be drawn ; that his right- 
hand opponent, weak in trumps, cannot interfere 
with his own partner's play ; and that making his 
partner third player in the suit of second player 
may leave that partner with a tenace, and per- 
haps with the command. 



FINESSE. 

The rules for lead and follow have changed ; 
but the law of finesse, the strength and beauty 
of whist, has never changed, will never change. 
Deschapelles and Clay put the fact on record 
that throwing the lead, even by what seemed to 
be the loss of a trick, was equivalent to a gain ; 
for the rest of the play could then more easily 
be managed to advantage. Clay's orders for 
finesse are as valuable to-day as they were in his 
time : — 

"With ace, kn., lo, and one or two others in 
trumps, I cannot think it wrong, unless there is 
obvious reason for making sure of two rounds in 
the suit, to finesse the lo. It is afinesse against 
two cards, the king and the queen ; but unless 
both these cards are with your left-hand adver- 
sary, you have preserved to yourself the tenace. 

" I have spoken of the finesse in the high 
cards ; but it must be remembered that when 
these cards have been played, the finesse of the 
lowest — say of the 5, with the 5 and the 7 
against the 6 — is as valuable as that of the qu. 
from ace, qu., against the k. 

" In order to finesse, it is not necessary that 
you should hold the best and third or fourth 



FINESSE. 223 

best, etc., of a. suit. Finesse is possible, and 
may be forced on you, with almost any combi- 
nation of cards, sequences excepted, — say with 
k., kn., against qu., the ace being in ; or with qu., 
10, against kn., the ace and k. being both in ; 
or with combinations of less importance. 

"I would offer the following opinions, not I 
fancy very generally entertained, for the consid- 
eration of experienced players. With ordinary 
hands, finesse may be deep at their commence- 
ment, should contract as they go on, until in 
the last four or five cards there is scarcely any 
opportunity left for finesse, properly so called. 

"When weak in trumps, — say even with no 
trumps at all, — finesse deeply in the suit in 
which you believe your partner to be weak, in 
order, as long as you can, to protect him from a 
force. 

"Again, say that you have led from k., 9, and 
small cards, and that your partner having taken 
with qu. returns to you the 8. You know that 
he has now played to you the best card he hokis 
in the suit, and that you have to contend not 
only against the ace, which you know to be 
behind you, but against the kn, and 10, neither 
of which cards can be with your partner. The 
position is difficult, but there is no help for it. 
You must pass your partner's 8. It is a finesse 
against two cards, but one or possibly both of 
them may be with your right-hand adversary, in 



224 AMERICAN WHIST. 

each of which cases you will have played to ad- 
vantage ; and even in the worst case, that you 
find both kn. and lo along with the ace behind 
you, you have yet retained your king guarded, 
and have not given up the entire command of 
the suit, 

" This leads to the consideration of another 
numerous class of cases, which although not un- 
similar cannot strictly be called finesse. Take 
the same cards as given in the last example. 
Your partner equally takes with the qu. and re- 
turns the 8, but your right-hand adversary re- 
nounces the suit You now know that the ace, 
lo, and kn. are all three behind you, and it is 
true that there is no finesse against a hand which 
has none of the suit played. Still, you would 
do very wrong to play your king ; you must 
pass your partner's 8, and you still hold your k. 
guarded, which prevents your left-hand adver- 
sary from going on with the suit without either 
giving up its command or forcing his partner. 
Your ' king thus guarded may still be of great 
value to you, as your partner will certainly not 
continue the suit, and your right-hand adversary 
cannot. To have played your king would have 
given the entire command of the suit to your 
left-hand adversary, than which no position 
could be worse. Cases similar to this are of 
frequent occurrence, and should be treated on 
this principle." 



J-INESSE. 225 J 

The simplest form of finesse (one of two with I 
which the general player is acquainted) is finesse J 
proper. A, leads a low card; B., holding ace J 
and qu., plays qu., risking the k, on his left. 

The other is the obligatory finesse, A. leads 
a small card from qu., 10, etc. B. takes with k., 
and returns the lead with a small card. The 
ace must be on A. '5 left, perhaps also the kn. ; 
but it cannot be helped. A. must play the 10. 

Now, there are four more modes of finesse | 
unknown to the general player. They are : — 

(i.) The returned finesse. 

(2.) The finesse by trial. 

(3.) The finesse on the partner. 

(4.) The finesse by speculation. 

It will be readily understood that these varie- 
ties were of Deschapelles' invention, and that 
they are applicable especially to American 
play because that calls for the use of all the 
cards, and these finesses look from the opening 
of the hand to its close for their results. We 
give a brief definition of the several forms as 
practised by him, who regarded his own game 
as one of signal (conversation by the cards) and 
finesse. The daring and enterprise of his play 
would utterly disconcert the routine players of 
our time, as it is said to have frighted England's 
"isle from her propriety." 

The returned finesse is made upon the lead 
of left-hand adversary. When being played 




226 AMERICAN WHIST. 

through, a card is thrown that it may be he can- 
not take because he has already thrown, not his 
third or fourth best, but his best. Your jrart- 
ner may be in a condition to take this trick, and 
it remains with you to make the finesse, if you 
care to do so. 

'VacfiMesse by trial'is when right-hand adver- 
sary has led, and you play a card on which one 
much higher is thrown by left-hand opponent, 
and the next time the suit is led you play a lower 
one, it may be, for third hand has shown his 
strength. 

The forced finesse upon partner is when you 
make him take the trick, perhaps of his own 
suit, that you may hold command ; and also 
the instant following third play, — perhaps of 
trumps if you have called them, or if the fall of 
the cards has revealed your want of them, 

'Y'h^finesse by specula lion is when, holding sure 
tricks in other suits, and even it may be in the 
suit played, you pass, that partner may take 
risking the play of fourth-hand player ; and it is 
when you lead to partner a suit expecting him 
to take and return to you another of which he 
holds the best that will be trumped by your right- 
hand opponent and over-trumped by you, or else 
will make, and partner will have another lead. 

In one of his chapters upon the " Sublime 
Game," Deschapelles says : " The difference 
which exists between the beginning and the end 



I 



FmESS£. i2f 

of a deal of whist is incalculable. It sets out in 
ignorance and obscurity, guided by instinct and 
chance, supported by invention and talent ; it 
finishes in experience, guided by positive evi- 
dence, and supported by the light of mathemati- 
cal deduction, A deal at whist may therefore 
be considered as a graduated scale of intelligence, 
beginning with the inventive faculty and ending 
with mathematical demonstration ; and we may 
easily imagine that the intellectual powers are 
not unemployed during its continuation. Every 
single faculty of the mind, one by one, is suc- 
cessively engaged in th^operation ; every class 
of mental agency and every shade of intelligence 
are in some degree called into action ; and the 
continual change in the faculty employed pre- 
vents too laborious exertion of intellect, keeps 
up excitement to the end, and produces the high- 
est degree of pleasure." 

Finesse is sometimes carelessly mentioned as 
if it were a risk taken only by third-hand player 
against a card upon his left. 

Instructions upon finesse can be addressed 
only to experienced players, since it deals only 
with the highest order of play. Finesse belongs 
not alone to the third-hand player, but to the 
second and fourth as well. It is because of the 
overlooking of opportunity foe fine play that 
many a hantl in whist degenerates into routine. 
The significance of finesse is expressed when 



228 AMERICAN WHJST. 

two good players, as partners, manage peculiar 
situations. The finesse proper and the finesse 
speculative are nearer alike than are any other 
two forms of this strategy. The severer orders 
of finesse practised by the good players are : 
First, the finesse obligatory. A. holds good 
diamonds, trumps, and k., 9, 6, 3, of clubs, and 
leads the 3. B. takes with qu. and returns the 
8. A. knows it is B.'s best card, and that the 
ace and kn. or 10, if D. plays a low one, are on 
his left (if D. renounces, they are all %vith C), 
but he must pass the 8, or not have a trick in 
the suit, or the card of reentry. Second, the 
returned finesse, on the lead of the left-hand ad- 
versarj' that may continue to the peril of several 
tricks, and, under some circumstances, on the 
lead of either adversary, when it may be as- 
sisted by underplay, A. passes D.'s 10 led,and 
by and by leads, throiagh C.'s minor tenace, the 
same suit, to be taken by B. ; and. whether C. 
afterward lead.s back to D., or R leads through 
D., the return, unless against certainty, gains 
the trick and the lead. Third, the finesse on 
the partner, to result in the command of a suit, 
or in the attempt to make a trick, or in the es- 
tablishment of a suit in which he has strength. 
Fourth, the fines.se by trial. If D, leads 5, and 
A. plays 6, and C. qu., when D, next leads 7, 
A. plays g, retaining ace or k. 

Your partner, having made a successful finesse 



FINESSE. 229 

in a suit of which he holds high cards, will not 
return that suit ; thus : A. has led 8, C. has 
played 6, B. takes with kn., and retains ace and 
qu. Of course the k. is not with D., and if B. 
has good trumps, he is to make two more tricks 
in the plain suit. 

Finesse is often deep to save a game, and 
especially in trumps near the close of the hand. 
If trumps are not played until late, the result of 
their proper use in the hands of good players is 
sometimes startling. An ordinary player, hur- 
rying the play, will disconcert schemes which 
he does not know how to plan or to second. 

The following up of the advantage of the 

finesse made by B. is incumbent upon A. If 

B. takes a trick in trumps third hand with the 

10, holding ace, kn., he should not lead the 

trump in return, but a card of a suit for A. to 

take, who shouid again lead trumps. Finesse is 

also instrumental in gaining two tricks by the 

relinquishment of one ; and it is made effective 

when with several minor cards in play, and the 

situation of one or two is doubtful, third player, 

holding, it may be, qu., 10, 7, plays the 7 on the 

lead of the 2. 

^m The knowledge of a previous discard often- 

^P times directs successful finesse. Second or 

^H fourth hand, holding good trumps and good 

^1 cards in a suit led, may make a large score if he 

^1 understands the return finesse, while a player 



23° 



AMERfCAN WHIST. 



bent only on taking each trick as it seems pos- 
sible would make a loss. 

There is no part of whist so unexplainable as 
the varieties of finesse to the ordinary player, 
who, carrying but the lesser considerations of 
the hand in memory, will innocently interfere 
with the action of a finished player, and never 
understand in what manner superior skill would 
have made the cards which he holds of great 
service. 

It is not essential that, after the finesse ob- 
ligatory has drawn the largest card from fourth 
hand, third hand should hasten the getting out 
of trumps ; his partner will take in the situa- 
tion, and is assisted in his count of the hand. 

Finesse may be made by the lead or by any 
other play, and at any stage of the hand. The 
cards are conversational, and, by the wil! of ex- 
perienced players, they are made to speak a 
various language. There are occasions upon 
which it is no more a matter of propriety that 
the first card led should designate four or five 
of the suit in hand, than that a man who would 
hold common converse should first cry out in his 
loudest key. Certain set leads are easily learned, 
and mitst be learned and appropriated by all 
ordinary and at times by all good players, but 
these are made upon proviso. If certain named 
cards are held, they may be thrown, according 
to written regulation. But when combinations 



FWESSE. 23 1 

that cannot be anticipated are held, and the re- 
sult is to be considered, the rule of lead or 
follow is of the brain of the player. And the 
interpretation of it is of the brain of the partner, 
J. C. has said that the worst fault of which he 
knew in a whist - player was the playing for 
his own hand alone. But he said iAat a dozen 
years ago, and with all the sad detail of a freshly 
concocted code of curiosities, called laws, star- 
ing him in the face. Certain signs and significa- 
tions must be given, and given early, in the new 
short game that was to be ni/ed into life. Of 
a much braver nature was he who, having in- 
vented the call, regretted such manifestation of 
his ingenuity, since its practice gave less scope 
to his own powers of calculation. 

The lead may be a finesse at a nice point of 

the game. A. has 9, 7, 5, 4, spades ; the 8, 6, 

and 3 are in play, their location indefinite, save 

that B. has led 10, and qu., k., and ace had 

fallen. The kn. had been thrown away, perhaps 

the beginning of a call by C, as he afterward 

led trumps, but probably his only spade, and 

the 2 had been played by D. on trumps led. It 

is known that C. and D. have all the best clubs, 

H and that B. has low clubs. Diamonds, trumps, 

^fe are exhausted. It is A.'s lead, and he wants all 

^M the tricks. He places the 8 and another spade in 

^1 his partner's hand. There is no alternative ; he 

^1 must lead the 7. If C. renounces, and B., hold- 



232 



AMERICAN WHJST. 



ing 8 and 3, or 8 and 6, makes the error of throw- 
ing the lowest on A.'s 9, should he lead that card, 
A. and B. can have but one more trick. A. must 
insure the lead, whether B. plays the 3 or 6, or if 
he takes with the 8, and returns the 3 or 6. The 
finesse is against the possible 8 in D.'s hand. 

The fine play allowable in finesse by the lati- 
tude of American Whist is all unknown to the 
player of a diminutive game, who must quickly 
count tricks and stand in fear of "honours." 
Still, it is evident that the advantage to be de- 
rived by ingenious plans is understood by sci- 
entific players only. Constantly the occasions 
offer for the exercise of calculation, and as 
constantly would the well-arranged schemes be 
frustrated by an unlearned partner. That is 
why American whist must be studied to the 
gaining of information beyond what any other 
game can demand. To a fine player of finesse, 
the language of the cards thrown by his equally 
good partner is in disguise to an adversary, but 
capable of interpretation by himself, thus : — 

A. B. 6. C. D. 3. K. c. turned by D. C. 
holds ace, qu., 10, 8, 4, h., ace and three small 
clubs, ace, k., s,, and two small diamonds. A, 
leads 2 of hearts. C. infers that A. has three 
trumps, even suits, k. or kn. h., and two others, 
and sees that if D. can make one trick beside 
the k. c. he may win the game. C. plays 8 of 
hearts, reserving double tenace, A quick whist 



/■INESSE. 233 

would play qu., but if the k. and another are 1 
with B., and kn. and two others with A., both k. | 
and kn. will make. C. knows that k., kn., and 
9 are not in A.'s hand, and that A. led from 
four. If B. takes the 8, and returns the suit, 
C, must have command. B. takes with k., and ] 
plays a spade. C. takes with k., and leads low I 
club. D. takes with qu., and, holding k. and ] 

4, instead of retumhig trump, remtimbering the ] 
fall of the cards, sees C.'s probable finesse for J 
the game, and leads 9 of hearts. C. takes with I 
10, finessing against possible kn. in B.'s hand, I 
leads another club, and C. and D. win ten tricks ] 
and the game. 

Third and fourth hand finesse is sometimes ] 
by one player, in a single hand, finely played. ' 
Score, 6 to 6. C. turns ace of clubs. A. holds 1 
ace, qu., 9, 7, 6, 2, hearts, k., qu., 5, 3, clubs, 

5, 7, 5, diamonds. B. leads kn. h. This orig- 
inal lead must be from short sequence. D. plays 
5, A. throws 6, and C. takes with k. C, with 
major tenace in spades, and suspecting call of 
D., leads 4 c., holding ace, 10, and 8 ; B. 2, D. 
9, and A. 3. D. returns the 7, on which C. ] 
throws ace and returns S ; A. takes with qu., ] 
draws the last trump, and makes five tricks in | 
hearts, the odd trick, and game. 

We have said that the general player, holding \ 
ace, queen, always finesses queen third hanc^ 
and seldom or never finesses anything else. The ] 



9 or 8, I 



234 AMERICAS' WHIST. 

ace, knave ; the king, 10; the queen, g < 
etc., are tenaces that may be used for finesse 
when the partner leads a small card of the suit. 
The new finesse — if a recently established play 
may be so termed of the 10 when king and others 
are held — has met approval ; and it is excellent 
play, particularly if third-hand player is strong 
in trumps. It is the practice of ordinarj' players 
to avoid finesse upon the partner's play. Hold- 
ing, for instance, king, 10, 9, and another, they 
would unhesitatingly throw king, no matter what 
small cards formed the lead and follow, never 
thinking that the lead may be from ace or queen 
or knave, and that second hand may hold any 
one of those cards, and also that ace may be 
drawn by the play of the 9, and that ace on the 
left must take then or afterward. When should 
third hand finesse if not upon partner's lead? 
Beside, one of the great benefits that come from 
a lost finesse is the throwing of the lead. 

Every player will approve the ingenuity of 
Deschapelles, Clay, and Cavendish in their ad- 
vance management for gaining tricks when the 
hand is half-way played, and when the ordi- 
nary player cannot understand their intent. 
What shall we say of him who, on taking up his 
hand, plans and plays his game from his first 
lead with a precaution and finesse that sets all 
common rut-rule at defiance ? And if the rou- 
tine player is to have credit at the beginning of 




I 



FINESSE. 235 

a hand for invariably leading in a specified man- 
ner, right or wrong resulting, is he who, by 
shrewd tactics, draws all the three players to the 
assistance of his plan, to receive no applause ? 

Ill this connection we give an instance of 
play. It is a new game, there is no score. B. 
has turned 9 of hearts, and D. has played 4 of 
clubs. A. holds k., 10, 7, 6, 3, 2, clubs, kn., 8, 
6, 5, 4, 2, hearts, and ace spades. Now the book 
play is to begin the call for trumps. Short 
whist would tolerate no other play. But A, is 
a fine player, and proposes to be master of the 
situation. He believes D. has not led from a 
four-suit major tenace. He also knows that D. 
has four clubs and not five, for D. has led the 
lowest. A. does not want trumps led to him 
from a low or a short suit. If the high trumps are 
against him, they must make ; but with his hand 
and a club lead -from the right, he marks out his 
course. Between C. and B. there can be but 
three clubs. The 9 may be B.'s only trump, and 
it must not be called. It is not necessary that 
his partner should at present know how many 
trumps he holds. He is sure of his own game, 
as he believes, and his partner may play as he 
pleases. He threw the 2 of cUibs, C. kn., B. ace. 
The queen then is with C. or D. B, played ace 
of diamonds. Then he had not the small club, 
,or he would have returned it through the strong 
Juit. A.'s play now is, that qu. of clubs, if there. 



236 JUtESICAX WHIST. 

ddfl fall OD lits left. He threw ace of spades 
upon the diaipond. An ordinaij player w-ould 
have thnnm a low clab. B., if holding but two 
trumps, win pby a spade to what he suii^sef 
A.'s commanding suit : but knowing that A. 
must be strong also in dubs or hearts, for D. 
cannot have both k. and qa of clubs, he secures 
one round of tnimps. Xoting that the 4 nor 2 
Calls, he knows A. must have one of them, and 
so four trumps. He continues with the ac^ and 
qu, and 10 fall, but not the 4 nor 2, A., 
then, has all the trumps. B. plays the low dia- 
mond, A. trumps, leads low club, qu. falls, B. 
trumps with 9, and all the rest of the tricks are 
A.'s, the thirteen made in one hand. This is 
whist which Mr. Pole's "theory" cannot antici- 
pate. It may be said that the plodding game of 
calling for trumps would have contributed to a 
similar result. That might have been as the 
cards happened to be held, but it would have 
exhibited no such fine play. The way to play 
the hand was the way in which A. played it. It 
is deep play, however, and such players as A 
could show our English cousins much of this 
kind of work that would seem marvelous in 
their eyes, 

The hands are given, that the play may be 
better understood. D. led from g, 8, 5, 4, clubs, 
7, 5, 4, 3, spades, k., 8, 2, diamonds, and qu., 3, 
hearts. A."s hand has been given, C. held k., 



I 



FINESSE. 237 

qu., kn., 9, spades, 10, 7, hearts. qii„ kn., 10, 5, 

3, diamonds, qu., kn., dubs. B. held ace and 
four small diamonds, ace, k., g, hearts, ace clubs, 
and four small spades. 

It may be inferred that all were good players 
at this table. It would not do for B. to make 
the mistake of playing the g of hearts after 
taking with the ace, for D. would have made one 
of his clubs, as he could understand that he had 
better give away k. of diamonds than 5 of clubs. 

The beauty of whLst -playing docs not consist in 
making long suits, but in creating and conquer- 
ing situations. The finest situation is when 
your opponents play for your benefit, you having 
■ planned the course that they must take. 

We quote a single hand of successful finesse, 
more especially to show how book-rule as to the 
play of plain suits, and the lead of .trumps, was 
set aside by an ingenious player : — 

Score A. B. i, C. D. 6; 3 of hearts turned. 
D. plays 5 of spades. A.'s hand is ace, qu., 9, 

4, hearts, ace, k., kn., 8, 4, 3, spades, 7 and 2, 
diamonds, 5 of clubs. 

The book-play is the k., and the next lead, the 
4 of hearts. A. has six points to make. He 
infers that D., having four spades, leads with qu. 
or 10 at the head. He plays kn. second, and 
not k., C. 9, E 2, A, now knows that D. bad 
four, and that C. has the 10, or no more. He 
must throw the lead into his partner's hand. 



238 AMEfircA.f WHIST. 

and, to assure him of his poverty in diamonds, 
plays the 2, C. kn., B. ace, D. 3. B, sees A.'s 
strength in spades, and why he did not lead 
them. C. may be calling, but B. has no alterna- 
tive; he must play a trump; the lead of the 
small diamond is suggestive. He plays 10 of 
hearts, D. 6. A. finesses the 10, playing 4, C. 
2 ; B. 5 hearts, D, kn.. A, qu., C. 7 ; A. ace, 
C. 8, B. 3, D. k. A. must now throw the lead 
again into his partner's hand, as his only chance 
of making six by cards. He must play the 
club, for his partner has not k. or qu. of dia- 
monds, or he would not have played the ace. 
A. 5 clubs ; C. holds ace, qu., but, being sure 
of one trick in clubs and one in diamonds, plays 
the qu., B. k., D. 3. B. leads 6 of spades, D. 
7 ; A. finesses 8, C. renounces ; A. now makes 
all the tricks but the ^ of diamonds, and A. B. 
score six points and the game. 

It may be said that C. should not have thrown 
qu. second, but he did not fathom A.'s intent, 
and hoped to make three tricks by his play ; and 
that D. played erroneously in throwing 7 second ; 
he should have played 10, forcing k. But the 
hand is a study, and as a specimen of play in 
finesse is remarkable. After the play, A. stated 
that when he saw the 5 of spades fall as the lead, 
his game must be one of faith in finesse. Play 
of this order, which could be attained by many 
who now play, as they think, very well, ought to 



FINESSE. 239 

be understood by them, and they should find 
partners to follow it as it progresses. So coolly 
and easily was this hand managed by A., that a 
looker-on over D.'s hand, who plays whist, said 
that he thought all the time, after A,'s knave 
took the first trick, A, held ace only beside, and 
B. all the spades. Such play as this is not pro- 
vided for in Dr. Pole's "theory," and a short- 
whist player would, after playing k. second, have 
been curious to ascertain only if his partner had 
an "honour." He would have been put in pos- 
session of that valuable information at the cost 
of the game. A.'s hand has been given. C, 
held ace, qu., 7, 3 c, 8, 7, 2, h., 9 s., qu., kn., g, 
4, 3, d. B. held k. and four small clubs, 10, 5, 3, 
h., 6, 2 s., ace, 8, 6, d. D. held kn. and two 

k small dubs, k., kn., 6, h., qu., 10, 7, 5 s., k., 10, 
This, then, is genuine whist. K.nov! your oivn 
" hand and make your calculations upon it. The 
score, the trump, the rank of the trump, the 
probabilities, the possibilities of play, must be 
taken into account. Have a purpose in view 
and play to compass it. If defeated in your 
plan, change your tactics if you are allowed op- 
portunity to do so. Let no stereotyped notions 
contest your ingenious play. Let your cards 
tell the truth, but send such ones as you please, 
^_ to convey as much of it as you see fit to explain. 
^KVour partner will no more expect you to inti- 



i 



240 AMERICAN WHIST. 

mate too much to him than he would ask you 
to call his attention to your desire for trumps 
by the more emphatic play of 8 first, and then 
2, when you held the 3. If it is your play to in- 
form at once of a certain suit, do so certainly; 
but, if you think that you see a better play, 
make it, as readily as you would throw the lead 
later in the game. Despite all book-rule, play 
whist as your judgment directs. If you are a 
good player, that judgment must take prece- 
dence of limited instruction. Know the laws 
and never break them. Know the rules and 
when to break them with impunity. Brilliant 
play is better than routine play. Play your own 
hand, and in the playing it play not only your 
partner's but the hands of the opponents. The 
strife at whist is oftentimes a friendly one with 
the whole table. If you have five trumps or 
more, think what is to be done with them that 
not one shall fail of ser\-ice. Whist asks for 
brain-work. Remennber how embracing is its 
theory. Consider that each game is always new. 
With every hand you enter upon an untried ex- 
perience. By no mere knowledge or employ- 
ment of partial rule can you .solve or nullify the 
varied problems of this philosophy of recreative 
life. 




TRUMPS. 

Trumps, the artillery of the hand, are not re- 
quired, as a general rule, to do service as often 
or as regularly in the early part of an engage- 
ment by American as by English whist. They 
act as our reserve in many instances. By the 
foreign regulation, a player holding five leads a 
trump at the first opportunity, or calls for one 
to be led by his partner. Holding six, he leads 
trump without allowing any consideration but 
the performance of that duty to possess him. 
Having drawn the trumps from his opponents' 
and partner's hands, if he or his partner have 
good cards to make they can be made ; if they 
have not, the making of the adversaries' good 
cards may, in part, at least, be prevented. In 
the first place, save that it decides a short game 
earlier, bringing out the "honours," and making 
useless further strife, the play of trumps at the 
outset, from five or more, does not, in a major- 
ity of cases, win more tricks for the player than 
will their proper husbandry and use. If you 
wil! play twenty or fifty hands in duplicate, you 
may ascertain this fact. In the second place, 
unless there is reason for such action, it is very 
cheap whist that only takes advantage of such 



242 AMERICAN WHIST. 

manner of fortune, and always in the same set 
way. In the third place, the making of a long 
suit is not the only important consideration in 
the tactics of a first-class player. 

It does not seem like a generous employment 
of power. If the gain that is made by this dog- 
in-lhe-raanger pohcy can be assured in no other 
way, it is justifiable ; but as trumps must take 
iricks, unless themselves taken by larger trumps, 
it is considered politic in our game to ascertain 
for what purpose we are to expend them before 
putting them to use. Merely to take away all 
the opponents' trumps, if it can be done, and 
then to throw a card at risk of partner's hold- 
ing the best ; or to draw the trumps, and after 
make some high cards on a long suit, — is legiti- 
mate, and probably very satisfactory to those 
who are always striving to bring about such a 
result. 

It is the plan of the English player at once 
to draw the trumps in order to make a long 
suit. It may be said to be his only plan. Sup- 
posing that this was the best part of whist, and 
worthy of all acceptation, which is not true, did 
it ever occur to you that the attempts to bring in 
long suits were generally foiled by able players ? 
If you will think a moment, you will remember 
that each player always has a long suit, and you 
must be aware that each player cannot make it ; 
in fact, that only one of four can be made, and 



TRUMPS. 243 

tkat not one sometimes is rendered available. 
While you are endeavoring to arrange for the 
trumps to fall to please you, the adversaries are 
quite equally determined to hinder such result ; 
and if so be that the power is in their hands, 
you may have lost all chance for making good 
use of the trumps that you hold. A thirteenth 
card is sometimes made, but not very often, and 
the longest suit held at the table, as a general 
rule, is thrown away by piecemeal, very reluc- 
tantly, but very uniformly. 

The struggle made from the beginning of the 
play of the hand to bring in the long suit full 
oftentimes results in the overthrow of the plan 
itself, and the success of a similar suit in the 
hand of the opponent. 

It requires two long suits to make one suc- 
cessful, and it is not true that one can alway.s be 
established by the aid of the other ; consequently 
there are other matters to be considered of as 
much account in playing whist as the bringing 
in of long suits. The peculiar long-suit play 
belongs more to short whist than to American 
whist, as the brevity of the game needs swifter 
information from partner to partner. We are 
not unwilling to use more ingenuity than short 
whist demands, to draw inferences from deeper 
and better play and plans than such as can be 
too quickly revealed, and to be rewarded by re- 
sults that we have earned by management. If 



244 



AMERTCAf/ WHIST. 



it is best instantly to say to our partner by play- 
ing k. of diamonds that we have ace or qu., very 
well ; but if we do not care to announce to him 
that we have seven or eight trumps, that is 
also well. When the hand is played, place the 
cards, and, by the early-communication plan sig- 
nifying that trumps are to be drawn, make one 
more trick than we have made, and you shall 
have credit for better play than ours. If men 
play whist for the rattling fun of the thing, A. 
may lead a spade, then C. a heart, then B. a 
club, then D, a diamond, each swiftly announ- 
cing, " I have four or five of that suit ; " but if 
they play it to elicit the beauty of the game of 
combinations, they may at certain times make 
necessity for partner and opponent to use their 
sharpest wit for the unraveling of their piu-- 
poses. 

The five-trump lead, no matter what comes of 
it, is properly mechanical, and suits an ordinary 
hazard game that hopes for " honours " and for 
luck to hasten it. We think that Cavendish 
is right in recommending the absolutism of 
trump play, for his is a short game, and he has 
the stakes to consider for himself and partner. 
Advantage gained in any way is the rule in such 
a game. In American whist it is not our pur- 
pose to wreck another hand, whether or not we 
are to be gainers by such course, but rather by 
management, whose influence extends to all the 



TRUMPS. 245 

hands, to induce the play of others to inure to 
our benefit. 

To play from the long suit, or to endeavor to 
make a long suit if you have an available one, 
or to make for your partner commanding cards 
which you have ascertained that he holds, is 
certainly correct ; but merely to draw the trumps 
of the adversaries, and of course those of your 
partner, or always to attempt to draw them 
when you have numerical strength, is not good 
whist. 



K encc 



UNDERPLAY. 

Properly manipulated, undeqjlay can be made 
serviceable. But probable success demands keen 
management. You hold ace, kn., lo, and a small 
card of a suit led by right-hand opponent. On 
his 5 you play the lo, and it takes the trick. 
Now, if you are strong in trumps, you may play 
the small card. You must consider first that 
your adversary led from four at least. You had 
four, and there can be but five in the other two 
hands. But C. has not k. or qu. D. cannot 
have them both, and you are justified in under- 
play. If your partner has k (for C. will not 
trump his partner's original lead, if he has no 
more of the suit), you by the aid of your trumps 
are to make all the tricks in your adversary's 
suit. If it should be that you lose your partner's 
qu. to the k., the other tricks in the suit are 
yours. This is underplay from second hand. If 
the lead is made by C, and D. can play no higher 
than the 9, your lead of the small card is almost 
sure to be successful, for C. will not play k. sec- 
ond, if he has it ; it is his only high card, and he 
will play an 8 rather, and trust that ace will fall 
in that round. The closest figuring with refer- 
ence to position will be requisite for the prac- 



UNDER PLA y. 247 

tice of underplay. Every gain in it is by a 
coup, and not by common play. It is well some- 
times to delay the lead of the suit until you have 
played a winning card. Theii the small card 
makes for you a proper lead. J. C. gives an ex- 
ample that may be called an underplay finesse : 
" You hold the k., with two or more small cards, 
and are fourth to play. C. has led a small card ; 
D. has taken with ace, and returns the lead. You 
play a small card, and trust to your partner to 
take the trick. This he is very likely to do, un- 
less original leader hold both qu. and kn., for, 
believing the k. to be behind him, he may finesse 
a 10 or 9 rather than play his qu. to what ap- 
pears certain destruction." 



THE ELEVENTH, 

So called because it is the best of three re- 
maining of the suit, is sometimes a power, if 
you know that the other two are divided be- 
tween the opponents. You give your partner 
opportunity for discard, and so learn what to 
lead him, or what to play to throw the lead. If 
the two are with left-hand opponent, you may 
force a trump from the right, who must lead to 
your partner's tenace. If the two are on the 
right, you compel a trump from the left, and 
your partner may discard or over-trump, as suits 
his hand. In case he discards, you have the 
last play on the next lead ; and if, instead, he 
takes the trick, he does so for the advantage of 
the lead. 




THE TWELFTH. 



This is not necessarily the best of two re- 
maining of a suit. Whien it is the best, and you 
know D, has the smaller, the twelfth will of 
course win, unless trumped by C, But you run 
a risk in playing this card of a discard from C, 
that may very much influence your next lead. 
For this reason much care must be taken in the 
management of the twelfth. Drayson gives a 
fitting example. You hold ace, qu., and two 
small spades, and the twelfth heart. C. has two 
small spades, ace, k., and 2 of clubs ; B. has 
three spades, qu., and small club ; D., four 
spades and thirteenth heart. Clubs trumps. B. 
leads small spade, you win with qu. You lead 
twelfth heart. C. throws spade. You then 
play ace spades, which C. wins with small club, 
and makes k. and ace ; three tricks to your two. 
Now, playing carefully, you reverse this, win- 
ning three to C.'s two. Play ace of spades, 
then twelfth heart, and it or your partner's qu. 
must make. Winning cards should be played 
before the twelfth card, if there is possibility of 
discard to your detriment. When the twelfth 
is the lower of the two, and the thirteenth to 
your left, the object of playing it is to throw the 



250 AJiERICAX WHIST. 

lead, or nuke yotir partner play a high trump. 
He has kept ihe run of the cards, and will know 
if you have a tenace. Holding the twelfth, 
while B. has thirteenth, is, of course, an argu- 
ment for having all trumps out before play- 
ing iL 




THE THIRTEENTH. 

The marked intention of the play of the thir- 
teenth is to draw from your partner his best 
trump. He will know if this is your purpose, if 
there are several high trumps in, and will see 
that you do not want your best trump to fall 
with his. The thirteenth is played also to throw 
the lead for benefit of leader or partner. The 
partner must judge of the intent, and, having 
seen what was played of his partner's best 
suit, may, if C. trumps, discard and make A.'s 
tenace ; or, having one o£ his own, if C. does not 
trump, let D. take and lead. The thirteenth is 
not the best card to play, if trumps are against 
you, for you give the adversaries their lead. 
Nor is it best, if you have suit of which your 
partner holds best card, unless you know that 
suit must be led him by adversary. The twelfth 
and thirteenth cards, therefore, are important 
to play or withhold, according to circumstances, 
and good players endeavor to make them of 




SIGNALING. 

The term is usually applied to a deliberate " 
call for trumps made by the play of an unneces- 
sarily high card followed by a lower one of the 
same suit, and styled "the trurap-signal." "You 
did not see my signal," is the common com- 
plaint of an amateur to his partner. If he prized 
the game, and what had best be done with the 
cards he holds, perhaps he would not have made 
a signal. But calling for trumps is at once the 
plainest and cheapest of signals in which whist 
abounds. Whist is a game of signals ; and the 
main secret is that the novice, in his anxiety 
about the trump-signal for which he watches 
so closely, or which he may be so anxious to 
give, fails to see by the fall of the cards the 
many real signals that to a good player are of 
much greater worth. The trump-signal is much 
used, however, by players of English and Paris- 
ian whist. Very many players of the Ameri- 
can game seldom use it. A fine player in 
Hartford says : " I will manage to play trumps 
when I want them played. More harm comes 
from posting your adversary by a trump-signal 
than good results from getting them led, i 
when you succeed in doing so." There can 1; 




SIGKALH7G. 2S3 

no doubt that the trump-signal is too much 
used. When an honour over which a tetiace is 
held is turned on the right, a signal to call a 
trump through such opponent may be of much 
avail ; and when a player holds all the high 
cards in his adversary's suit, or when he or his 
partner has an established suit that may be 
trumped, there is good reason for the call. 

The best signal for trumps is made by discard 
of an 8, or of a higher card of another plain suit 
than that led. Unless the card so thrown be 
traceable because of previous play, as one to be 
parted with for another definite purpose, its dis- 
card can be for no other reason than to ask for 
a trump lead. 

On the call for or play of trumps by partner, 
having none, the discard signal is from the weak 
suit ; by the opponent, from the strong suit. 

The holding of tierce or quart to ace is sig- 
naled by throwing away ace. 

One of the best of the signals is that of 
American invention, trumps having been played. 
The echo is another. 

The discard of the second-best card of a suit, 
showing no more, is another. 

Second hand passing a doubtful card signifies 
more than three trumps, or three that had best 
not be broken, and either second or fourth hand 
refusing to trump a sure trick makes a positive 
signal for trumps. 



A 



^ 



254 AMERICAN fVmST. 

The plain-suit echo is not a signal, but a delib- 
erate order of play. 

The well-known practice of trump-signaling 
is not as much respected as it formerly was. 
Many players have two good reasons to give 
why they do not use it : first, they can manage 
to get in and lead trumps if they want them 
played ; second, they want to play higher cards 
second hand than they would dare to do were 
a signal by such play suspected. Some very 
good players have yet another reason. They 
intend to give out by their play, not to be un- 
derstood by the opponents, if they care to have 
trumps led, — for instance, through a k. or qu, 
turned on the right ; and a good partner can so 
understand good play. It is not at all because 
the play is a signal that it meets objection ; nor 
because it is, or may be, too plain to opponents 
who are watching for it ; hut because the mak- 
ing it may hinder better play. All card-playing 
at whist is signaling. The king played signals 
queen or ace; the knave played heralds the 
royal family ; the ace led signals the highest of 
five ; the deuce led signals the lowest of four. 
The cards do all the talking, and they talk in- 
cessantly. The business of the players is to 
watch their signals ; he is a shrewd observer 
who can sec them all. 

Perhaps the most amusing of the arguments 
against system is that of the player who says he 



SIGNALFNG. 255 

"does not like conventionalities nor signals." 
His play is fuU of both, and it is impossible for 
him to play whist and not use both. He may 
not use those that are set down in system, and 
which are so much better than any that he can 
devise, but he must have some sort of method, 
and that is his usage or conventionality; and he 
must let his partner know that he at times holds 
certain cards, and that is indication or signaling. 
He may play his own hand and for that alone, 
and yet he will be the most anxious of men to 
show of what that hand consists, and in his own 
way to notify other players what he wants or 
what he does not want. 

To what he chooses to call iron-clad regula- 
tions he will not yield. To system in play he 
objects. Anarchists object to it in government. 
Fortunately, the system of to-day in American 
whist superseding all others renders the govern- 
ment of the game most popular with conserva- 
tive and intelligent men because of its direct- 
ness, scope, and simplicity. It does away with 
the doubtful lead or follow, and governs the 
action for all the cards, so that no chance re- 
mains for equivocation. It is plain to be under- 
stood by every one who desires to act in accord 
with it. Perhaps there are revisions in the fu- 
ture, but the one wish of whist-players, that the 
situation of minor cards should be explained so 
that provision could be n:iade for their action 



256 AMERICAN WHIST. 

when brought into play, is gratified, for American 
Leads and the New Play accommodate the desire. 
It matters less than ever before how much the 
adversary may learn by the lead made. The es- 
sential purpose is to give information to the 
partner. What the cards say is the literature of 
whist, and the index to the literature of whist is 
a system of signals. 




GETTING IN A LITTLE TRUMP. 

Perhaps one of the most common of plans, 
and certes the most ordinary of plays, is that of 
laboring to "get in a little trump" by a hand 
poor in them, but rich in the possession of a 
plain-suit singleton. Avoiding the anathema 
that would be evoked by first leading the one 
card of a suit, the player shows his partner that 
he has several cards of another, and follows at 
once with the singleton lead. His cards so 
played declare, " My first lead was from my long 
suit, the second from my short one, which latter 
lead I have made purposely so that I may get in 
a little trump before the opponents draw it from 
me." If his plan succeeds, the card that he de- 
sires to trump being led from any quarter, his 
small trump takes a trick, the result of which 
accomplishment he of course considers as a 
gain, and he is happy. 

It is quite true that the business of the player 
is to take tricks ; but it is also true that the 
management of the cards for the purpose of tak- 
ing them is very different in the hands of differ- 
ent players, and it is equally true that this mode 
of play belongs to the lowest order. In the 
matter of decision as to whether or not a trick 



J 



258 AMERICAN WMIST. 

is gained, the circugjstances are to be consid- 
ered. It may be that the player, if indeed he 
has not done injury to his own hand, may have 
wrecked that of his partner. The suit of which 
he held the singleton may be that of his adver- 
sary, but his partner may be strong in it. If he 
has but a trump and another singleton, he must 
have two long suits. How much better to have 
opened one of these ! After his singleton is 
played and his trump has gone, he has told the 
adversaries of his poverty in those two suits, 
and that he has quantity not quality in the other 
two. He has made his instant seizure of a 
trick, but may not the act be an expensive ex- 
periment ? He argues that his opponents would 
have played trumps, taken his away, and that 
now he has saved it. They might have done so, 
but in the effort they might have lost a trick to 
his partner, which because of this explanatory 
play they manage now to gain. Moreover, his 
left-hand adversary can now play up to his hand. 
Both adversaries know where the low cards of 
the long suits are, and caii force his partner, or 
with high cards take the tricks. He thinks 
that they could have done so if he had not made 
his trump ; and so they might have done, but 
they could not have counted the hands as now 
they can. Paying no attention to the interest 
of his partner, he has demoralized the game of 
both. It is more than probable that if his cards 



I 



GBTTINC m A LITTLE TRUMP. 259 

had been properly played from the first, a trick 
would have been made in the plain suits that 
must now be lost because of advantage taken of 
the condition the false play has imposed. The 
fact that he held but one card each of the trump 
and of the plain suit suggests that his partner 
may be strong in one of these, perhaps in both. 
Perhaps his partner wanted to have trumps 
played to him. He cannot know and does not 
care ; he has succeeded in " getting in his little 
trump ! " 

As an example of this style of play and its re- 
sult, — a small spade turned on his right, A. 
taking up ace, k., and three small clubs, the kn. 
of diamonds and g of spades and six small hearts, 
threw the k. of clubs that took the trick and 
showed his long suit ; next the kn. of diamonds 
to show the weak one. His partner, who held 
ace and qu. and two small diamonds, passed the 
kn., which was taken by the k. D., who had 
10 and 9 and 7 of diamonds, and who desired 
queen to be thrown by his partner if C. had it 
to be out of his (D.'s) way, led a diamond back. 
A. did not know if this was or was not under- 
play ; at any rate, he played the suit to trump it, 
as his partner (B.) could get in his ace if he had 
it later; and as he (A.) wished to "get in his 
little trump," he played the 9 of spades and 
took the trick. He then played ace of clubs 
and read his partner's call. The ace took, but 



26o AMERICAN WHIST. 

he had no more trumps. Having, hy his crazy 
notion of getting in a httle trump, spoiled his 
own hand and ruined his partner's chances, he 
led a heart. If he had played his k. of dubs 
and foLowed with the ace, he could have made 
answer to his partner's call. The 9 of spades 
led by him, passed by his partner, would have 
drawn the ace. D., who held k., 10, 9, and 7 of 
diamonds, would have led the 7 ; A.'s kn. would 
have taken the trick, leaving the tenace in his 
partner's hand. But the delighted A., who had 
got in his little trump, now played a heart to 
C.'s best suit, who led a club for D. to niiBF, and 
make the wreck complete. 

This is an illustrative lead of a singleton sec- 
ond play in order to get in a little trump. They 
who fancy that sort of play may run out the 
game at their leisure. It is the worst-mannered 
imitation whist that is played. 





THE ECHO. 



More is implied by this term than the mere 
answer to a call for trumps. It is quite as likely 
to be a reply to what was unintentionally an- 
nounced. It can be a sign that is made at the 
same time that it is a response to something 
inferred or shown. "You saw my signal," says 
the trump-caller. "Yes, and you saw my echo," 
says his partner. This is its commonest inter- 
pretation. But after a hand has been well 
played, A. says : "I thought that we might lose 
the odd trick, I could not trace the lO until I ."iaw 
your echo on D.'s lead ; then I felt sure that if 
he led the suit again, your lo and my thirteenth 
■trump would give it to us." 

It is important that the echo should be made 
at the earliest practicable moment. The read- 
iest means for making it must be accorded. A.. 
calling for trumps must be at once told by B. at 
any sacrifice of .suit that he, B., has four. If 
the trumps are out, and either A. or C. or D. 
I :ad a suit which, having run to the exhaustion 
of the master cards, becomes a strength in B.'s 
hands, B. must announce his coming usefulness 
by beginning the echo. If A. leads from a long 
suit which is also B.'s b'jst, or if he is strong in 



k 



262 AMERICAN WHIST. 

it, he must tell by the retention of his smaller 
card or cards that he echoes strength. 

The echo in plain suits that indicates four 
trumps is easy to make. The echo in trumps is 
usually easy, although the fact that partner may 
hold three high trumps and one very low one 
may hinder the sacrifice {if it really seems to be 
such) of one of those high cards. Bui the plain- 
suit echo which distinguishes whether C. does 
or does not follow suit to the ace originally led 
by A., but does not care, when A. leads qu. or 
kn. or 10 or g, whether C. follows or trumps, is 
more difficult of management. If a king or 
any card lower than the g is originally led, if B. 
does not attempt to win the first trick he plays 
his lowest card, whatever number of cards he 
holds in the suit. But when ace is led, if C. 
follows suit, B. holding four cards exactly of 
that suit retains bis lowest card, — playing of 
course the second best if he wishes to call for 
trumps, or the third best if he does not. 

If the first card thrown by A., the leader, is a 
qu., kn., 10, or g, B., holding four cards of that 
suit, and unable or unwilling to take the trick, 
retains his lowest card. If the suit is continued 
by A. or C. or D., and B. cannot take the trick, he 
plays his middle card. If played again, whether 
B. has or has not taken the second trick, he 
plays his highest or lowest card of the suit, ac- 
cording to the fall of the cards ; but if he plays 



^ 



THE ECHO. 263 

his lowest he has not called for trumps. If B, 
is required to return the lead to his partner, he 
plays his highest card, no matter if he holds 
two more or three more of the suit. B., having 
retained the lowest card upon the first play of 
his partner, may upon some after-play discard 
from the suit originally led ; if he does so he 
throws, not the lowest card, but the middle card. 
The fall of the small card does not indicate a 
call for trumps, because it must be understood 
that when playing this echo B. is playing, not 
for his own suit, although he holds four cards 
in it, but for his partner's suit, because his 
partner originally held five cards in it. The fall 
of the cards will determine whether A. did or 
did not hold five or more cards of the suit thai 
he began with, — either qu., kn., 10, or 9, — 
while at any rate he upon his original lead of 
ace did have four more, 

The echo properly played and properly watched 
by the partner holding the suit in which it is 
made of account, may prevent the opportunity 
being given to the opponents to trump, may in- 
duce the lead of trumps for the safety of the 
suit, or may convey surest information that a 
force may be effective against a strong trump- 
hand. The echo is a reply to a player who 
doubtingly inquires. By the card that he throws 
he says, " In this suit do you think you can give 
help ? " And echo answers, " Can give help. 




TECHNICAL TERMS IN AMERICAN 
WHIST. 



LOVE, SLAM, J 



/ Leads. See p. 105. 
Bring in. To make the cards composing a suit 

after trumps are out. 
Call. See Signal. 
Command. The winning cards over all that are 

in play. 
Conventional. A term applied to an established 

usage, as the "conventional" play of ace, 

qu., holding kn. and one small. 
Coup. A French word anglicized, which means 

a stroke that gains advantage; a brilliant 

play. 
Coup de Sacrifice. The giving a master card, 

sure to take a trick, to the opponent. 
Court Cards. Ace, k., qu.. and Itn. 
Deschapelles Coup. The play of the k. at the 

head of many to force the ace in order that 

partner may afterward make qu. 



TECHNICAL TEKMS IN AMERICAN WHIST. 265 

Discard. The card of another suit than that 
led, thrown away. 

Echo. The play purposely of a card that does 
not take, followed by the play of a lower 
card of the same suit, partner having 
called. 

Eleventh. The master card of three in play, ten 
having been played. 

Establish. So to play that you gain command 
of a suit. 

False Card. One played contrary to conven- 
tional or accepted rule. 

Finesse. The play of a card lower than one that 
you hold not in sequence with it, or the 
passing a card played by your partner when 
you hold a higher card. Finesse can also 
be made upon the card that is thrown by 
the oppontnt. DeschapeUes has six classi- 
fications (x'ide p. 222) : — 
The finesse proper. 
The returned finesse. 
The finesse by trial. 
The forced finesse. 
The finesse by speculation. 
The finesse on the partner. 
Clay says the varieties of the finesse are 
infinite, but treats especially of the Finesse 
Speculative, which means the play of a third 
card holding first, but not second best ; and 
the Finesse Obligatory, which is the playing 



1 



266 



AMERICAN WHIST. 



\ 



of a card not your best that threatens to 
bring down one much higher from the op- 
ponent, you taking the risk of his holding a 
lower card, high enough, however, to take 
the card you play. 

Follow. The play of second, third, or fourth 
player. 

Force. A winning card played to exact a trump 
from the adversary, or a losing card to be 
trumped by your partner, 

Foiirchette. A fork, /. *■., the card higher and the 
card lower. 

Fourth Hand. The last player upon a trick. 

Gawc. Seven or more points made by tricks. 

Grand Coup. The throwing away of a super- 
fluous trump, or the taking by trumping 
of the partner's trick, that the lead may be 
thrown back to him ; or the under-trumping 
a trick, whether trumped by your partner 
or opponent, for the purpose of throwing 
the lead. 

Guarded. A high card is guarded when smaller 
cards of the same suit are with it to be 
played upon higher cards than itself. 

Hand. The thirteen cards received from the 
dealer. 

High Cards. The ace to the 9 inclusive. 

Honours. Ace, k., qu., kn. of the trump suit 

Lead. The fint card played of any round. 

Leader, The first player in any round. 



I 



TECHNICAL TERMS IN AMERICAN WHIST. 267 

Leading through. Playing a card of a suit in 
which the left-hand adversary is strong. 

Leading up to. Playing a card of a suit in which 
a high card is held by the right-hand adver- 
sary. 

Long Cards. Those remaining in a hand when 
all the rest of a suit have been played. 

Long Suit. See Suit. 

Long Trump. The thirteenth, twelve having 
been played. 

Low Cards. The 7 to the deuce inclusive. 

Make. To take a trick is to make it. 

Master Card. The highest card and sometimes 
the second best not played. 

Middle Card. The 8. 

New Play. Seep, 125. 

Opening. The first lead in each hand of each 
player. 

Pass. You are said to pass when you, third 
hand, holding a higher one, throw a smaller 
card of the suit than some one that has 
been played. It is, too, another word for 
finesse upon your partner. 

Plain Suits, See Suit. 

Points. The number of tricks over six. Points 
are kept independent of games and rubbers. 
All points that are nnade by each side are 
counted. 

Rcnitry. A card of reentry is one that, win- 
ning a trick not led by its holder, enables 



268 AMERICAN WHIST. 

him to bring in a suit, or throw a lead to ad- 
vantage. 

Register. The account kept of the number of 
rubbers played and points made. 

Renouncing. Playing a card of another suit 
upon a suit led. 

Revoke. The play of a card of another suit 
while holding one of the suit led. 

Round. Everj- four cards played in succession 
after the turning of the trump card. 

Rubber. The second consecutive game won by 
two players, or the third game won by the 
same players who won the first, the second 
having been won by their opponents. 

Saw. The play from partners to each other of 
suits that are trumped third hand. 

Score. The registry of points made upon the 
game. 

Second Hand. The elder hand, he who plays 
immediately after the leader. 

Scijuemc. Two cards or more that follow in 
regular order. The ace, k., and qu. is a 
tierce (sequence) to the ace ; and when the 
k. and qu. have been played, ace, kn., and 
lo form a sequence. Tierce is a sequence 
of three cards, quart of four, quint of five, 
sixieme of six, septieme of seven. A head 
sequence is the consecutive three or more 
of the largest cards of the suit in your 
band ; an intermediate sequence is neither 



TECflNICAL TERMS IN AMERICAN WHIST. 269 

at the head nor foot of the suit, and a 
subordinate sequence is one of smaller cards 
than those that compose the head sequence. 

Short Suit. See Suit. 

Shuffle. Change of the relative position of the 
cards. 

Signal. The call ; the echo ; a request or reply 
made by the play. The play of the ace or 
of the highest card in play of any plain suit 
upon a lead of any other suit signals no 
more of that suit, or the entire command of 
it. The play of the second - best card of a 
suit in play, as a discard, signals no more of 
that suit. The play of a card not as low as 
could have been properly played, followed by 
the play of one lower, is a signal or call for 
trumps. An indication given by the cards 
that a certain number of trumps are he!d, or 
that certain cards help to form a suit, etc. 
Whist is conversational, that is, the cards 
speak, not the players ; and so the game is 
full of signals. 

Singleton. The one card only of a suit. 

Spread. Distribution of the pack, backs upper- 
most, that cards from any part of it may be 
drawn. 

Strengthening Play. Getting rid of high cards 
to give value to lower ones, and so make 
strong the partner's hand. 

Suit. A series of cards whose modem names 



n 



270 AVhk/CAX WHIST. 

are spades, hearts, clubs, and diantDods. A 
trump suit is composed of the cards in each 
hand that are of the series, one of which is 
turned by the dealer. The other three are 
plain suits. A long suit is one of four cards 
or more ; a short suit, one of three cards or 
less. A strong suit is one of high cards ; a 
weak suit, one of low cards, or a short suit 
of high cards. 

Tenace. The best and third -best cards in play 
of a suit is a major tenace ; the second and 
fourth best, a minor tenace. 

Third Hand. The partner of the leader. 

Thirteenth. The card of any suit in hand after 
twelve of that suit have been played. 

Throwing the Lead. Playing a card that imposes 
an obligation on the part of another player 
to take the trick. 

Tiick. The four cards played in a round, taken 

Land turned. 
Trump. One of the suit of the trump card. 
Tntmp Card. That turned at the right hand of 
the dealer. 
Twelfth. One of the two cards in play of a suit, 
eleven having been played. 
Underplay. Playing a low card, retaining a high 
one of same suit. 
Winning Cards. The highest in play of the 
suit. 



INFERENCES. 



The chances for drawing inferences belong 
to every round played. The necessity for close 
attention to the business of the game is enforced 
by this consideration. 



If the leader plays 
ace of trumps, 

Any trump but the 
ace, 

Ace, plain suit, 



King, 



Queen, 



Knave, 



the inference is, he has 
the king and no more, and 
good cards in other suits. 

has five or more, and good 
cards in plain suits. 

has king only, or qu. and 
kn., or kn., or lo, and 
others, or four or more 
low cards. 

has ace or queen, or ace 
and two others, or qu. and 
two others. 

has both ace and k., or k. 
and three, or kn. lo, or kn. 
and three others. 

is the lowest of a quart se- 
quence, with others, or has 
k., qu., and two others, or 
lO, 9, and others. 



272 
lO, 



8, Ty 6, 5, 4, or 3, 



2, 



AMERICA!^ WmST. 

has k., kn., or sequence of 
which 10 is lowest. 

has k., kn., and others, but 
not ace or qu. 

has four or five cards in the 
suit, of which this is the 
original fourth best, and 
represents the best suit 
of the hand. 

has not five trumps, has not 
ace of the suit, nor ace and 
k., nor k. and qu. of any 
suit ; has not tierce to 
knave; can have but four 
cards of the suit 



Second Hand, 

Ace, excepting on 
k.,qu.,orkn. 

King on low trump, 

King on plain suit. 

Queen, 



has no more, or has five 
of the suit. 

has but one more. 

has ace, or no more. 

has k., or ace and 10, or 
no more. 



Knave. 



10, 



has qu. and ace, or is 
lowest of sequence, or has 
qu. and one other, or no 
more. 

has kn. and one small 
card, or no more. 



^^^^■^ WFEMENCES. 273 


1 


^Kg^ is lowest of sequence, or 


■ 


^m second to some higher 




■ card, or no more. 


^^1 


Any other card, has none lower, or is be- 




ginning to call. 




Trumps a doubtful has not more than three 




trick, trumps. 




Does not trump a has four or more trumps, 




doubtful trick, 




Third Hand. 




Ace, has not k. or qu. 




King, has not qu. 




Queen, may have ace or k., but 
has not kn. 


1 


Any other card, on a is the highest he has 


low card led, of the suit, unless it is 




the lowest of a sequence, 




or unless he cannot play 




higher than a card on 




the table. 




Fourth Hand. 


■ 


_ Wins the trick, has no card which would 




■ take, lower than that he 


^^H 


■ plays. 


^H 


r"'""' '"""""""" 


1 


L 


1 



274 AMERICAN WHIST. ^^B 


trick not already 


one played, or desires 


his partner's. 


the lead to remain with 




another player. 


Any card played. 


does not hold the card 




next below it, unless 




calling. 


Second, Third, 


or Fourth Player. 


Refuses to trump 


is strong in trumps, and 


a trick certainly 


wants them led to him. 


against him, 




Any discard made 


is of the weakest suit 


upon partner's 


held. 


play, 




Any discard made 


is of a strong suit. 


upon opponent's 




play. 




Discards the best 


has next best and entire 


of any suit. 


command. 


Discards second best. 


has no more. 


Discards or plays. 


demands trump lead. 


when not trying to 




take a trick, at 




any time during 




the hand, a card 




of a suit, then one 


1 


lower; or throws 




of another suit an 8 


i 


or any card higher. 


1 


^^^^_ 





INFERENCES, 



Plays any card, 



Wins with a high 
card, and then 
plays a lower one 
with which he 
might have taken 
the trick, 



275 

has not the one next 
lower. 

has all the intermediate 
cards. 



HOW TO LEARN WHIST. 

Under this and similar captions, the ambi- 
tious amateur has in books and pamphlets been 
assured of a quick and easy way to become a 
whist-player. Even writers of note have en- 
couraged hurried progress. Drayson, in 1879, in 
his"Artof Practical Whist," said : "The correct 
lead ought to be learned in one or two hours." 
After ten years more of whist practice, Gen- 
eral Drayson is now learning American leads. 
Clay in his " Treatise " told his readers that he 
" set to work to find whist out, and was sur- 
prised at its simplicity." A few years later he 
ascertained that intermediate sequences were ab- 
struse. Cavendish is more guarded. He says, 
" If to theoretical perfection you add the power 
of accurate observation and oi acute perception, to- 
gether with a thorough comprehension of the 
whist capacities of partner and opponents, you 
have all the elements ncccssaiy to form a master 
of the science." But Deschapelles says : "A 
man may play whist for several weeks. He will 
then find it necessary for him to apply his knowl- 
edge for three or four years before he discovers 
what a difficult game it is." 

The laws or the rules may be huddled into a 



^r /^OW TO LEAR/f WHIST. 277 

little tract, but it takes eighty pages of a volume 
by Cavendish to inform third hand alone of the 
variety of play upon his partner's lead. It is a 
sorry whist that a man learns who will not 
study. The iirst card that he throws from any 
hand may be the right one according to his 
little book, but what of all the rest ? And even 
that play is mechanical, since he can know noth- 
ing of the principle that makes it proper. 

Whist is an abstract science which treats of 
the action of fifty-two representatives of five 
mental powers, — observance, memory, infer- 
ence, calculation, and judgment. By practice only 
with cards, it can no more be learned than geol- 
ogy can be learned by handling minerals ; than 
architecture can be learned by planing lumber 
or driving nails. The learner of whist must be 
a student, or he can never be an actor. Practice 
is of no avail unless principle controls it. A game 
at whist is so changeful in details that it is im- 
possible for a man unversed in its principles to 
govern the vagaries of the cards. The whist- 
player is he who, on taking up his thirteen 
cards, knows at once what upon principle had 
best be done with them, — which one to play and 
why he plays it ; whether it is better for the 
future of the hand to retain the play, or give 
it to his partner ; to keep the lead, or to throw 

H^ it to an opponent ; to open a suit or to hold it ; 

^ft tQ l^d from plain or trump suit and why ; to 



278 AMERtCAN WHIST. 

estimate the value of the trump card in ref- 
erence to the hand he holds ; to calculate its 
probable influence on the result of the play; to 
note the mathematical rank of the several suits ; 
to resolve upon the force that is to come ; to 
decide upon its acceptance or denial ; to make 
an issue or to avoid one ; and in a word, to see 
the end from the beginning. The cards are in- 
forraatory, and he reads them as they fall. The 
smallest card of a plain suit led at the com- 
mencement of a game says ; " This hand has 
not five trumps, nor has it five cards of any suit. 
It has not an ace and king, nor a king and queen, 
nor a tierce to queen or knave." At another time, 
the same card says: "There were five of this 
suit, of which one has been played, and it is now 
strong for ser\'ice." And again it says : "Play a 
trump to this hand, for it will take the respon- 
sibility of the game." And yet again: "There 
were four trumps here when you called, and two 
remain to help you." See how consideration 
must serve the man who watches and listens to 
the conversation of all the cards. 

The way to leam whist is, first, to learn its 
laws and rules and prmHples. Then play over 
hands that are illustrated. Study each play of 
lead and follow. Know the reason that in- 
duced it. Ascertain if, in accordance with prin- 
ciples, any other or better line of action could 
have been taken. Do not be in haste to visit 



HOW TO LEAKN WHIST. 279 

the club table. Practise at home first, and have 
constant reference to the text-book. Deal the 
cards into four packets, and play each one as 
well as possible in behalf of the hand to which 
it belongs. Become familiar with the uses of 
unblocking, overtrumping, and finesse, and also 
know when in play to avoid as well as to employ 
them. When you begin to practise with other 
players, do so with the best whom you can 
choose. Any of them will welcome a man of 
your calibre and determination. 

This book is a compilation of the opinions of 
the best players of American whist. Study it 
earnestly and frequently. You cannot know the 
order of the game too well. Study the Hands 
at the close of the volume, and all the reasons 
for the various plays. Practise with good players 
five or ten years, and then, although the com- 
binations change with every hand, you will have 
seen but little of the variety of whist. Mean- 
time you will enjoy its delightful multiplicity 
of expressions. American whist is recreative 
work, enjoyable labor, paradoxical as that may 
sound : its riddle is fascination ; its practice is 
intelligent employment ; its play is mathemat- 
ical induction ; its result is intellectual gain. 




A HAND AT CARDS. 

Ca\'esdi5h in his Card Essays gives us the 
story of "The Duffer Maxims," and some anec- 
dotical matter of an amusing nature about the 
talkers. By way of appendix to sober instruc- 
tion, we have thought to introduce the conver- 
sation verbatim during a single hand of four 
persons seated for the purpose of "plajing 
whist," as each of them called the performance, 
— literally, however, a rollicking exhibition that 
should be named 

PLAYING AT PLAYING WHIST. 

The play is by the five-point game. The score 
is a C. deals and turns the 9 of hearts. 

"There," says C, " that 's the way you treat 
■me. I never get an honour in the world, but 
when / cut, somehow I always cut one for some- 
body else." 

B, takes up his hand, sorts it. It is composed 
of ace and 2 of spades, kn., 6, and 3 of hearts, 
qu,, kn,, 9, and 7 of diamonds, and 7, 6, 5, and 
4 of clubs; and he begins the usual growl. 



A HAND AT CARDS, 281 

" I should like to know how anybody is going 
to get anything out of this. 1 never can get a 
hand." [That is to say, he does not hold ace, k., 
and qu. of three plain suits and the four honours 
in trumps. Give him these cards every time, 
and he would be pleased to play whist.] " I sup- 
pose I must play something. There 's a dia- 
mond ; that 's according to rule, anyhow," and 
throws the 7, 

"You don't strike me very heavily," says D., 
" but I can follow suit," and throws the 6, He 
holds the k., 10, 8, 7, 6, of spades, the k. and 7 
of hearts, the ace, k., qu., and 2 of clubs, and 
the k, and 6 of diamonds. 

" I can take that," says A., throwing the ace ; 
"that is, unless it 's trumped," He holds the S, 
4, and 3 of spades, the ace, qu., 10, 4, and 2 of 
hearts, the ace, 10, 8, 3, and 2 of diamonds, and 
no club. "Are you going to trump that, C. .'" 

"No," says C, "I can't trump anything, nor 
take anything either, I guess," and plays the 4. 
He holds the qu., kn,, and g of spades, the 9, 8, 
and s of hearts, the kn., 10, g, 8, and 3 of clubs, 
and the 5 and 4 of diamonds. 

"Now," says A., "let's try a little trump," 
and throws the 4 of hearts. 

"Coming at us early, are you?" says C, and 
he plays the 5. 

" I "11 try to get that," says B., and throw? 
the kn. 



^ 



282 AMERICAN WHIST. 

"No you don't," says D., and bangs the 
upon the trick. 

"Welt, I did n't expect it," says B. " It was 
the best that I had. If we get out of this with- 
out losing the whole thing, / shall be glad," 

"Now," says D., "there's a club for you," 
throwing the k. 

A. determines, " I '11 let that travel," and 
throws the 3 of spades ; C. 3 of clubs, B. 4. "I 
did n't know but you might have the ace," said 
A. to B. "He might have led from king and 
queen." 

"Yes, that's so," said B. ; "of course you 
couldn't tell." [N. B. Trumping the trick 
would have made no difference in result.] 

" Well, I 'II have one of your trumps, anyway," 
says D., and throws the queen of clubs. A, 
trumps unwillingly with the 2 of hearts ; C. 
plays the 8 of clubs, and B. the 5. 

" Now, we 'II see about this," says A., and plays 
the 10 of hearts. He remembers that the k. and 
kn, have fallen, and thinks he knows whist pretty 
well to lead the 10 now instead of the ace. C. 
plays 8, B. 3, D. 7. "You have another," says 
A. to C, for he remembered the 9 was turned, 
— another positive proof to himself of great 
proficiency in whist. A. qu., C. 9, B. 6, D. 6 of 



" Now I 'U give my partner his suit." Prpof 
number three of skill and information about thg 



the I 



l 



A HAND A T CARDS. 283 

game ; and he throws the 3 of diamonds, C. 5, B. 
kn„ D, k. 

"I'll have that trump anyhow," says D., and 
plays the ace of clubs, displaying his embracing 
knowledge of whist, that ivill not only not let a 
trump remain in the opponent's hand, but dares 
to sacrifice a high card to bring it out. D. ace 
of clubs, A. ace of hearts, C. 6 of clubs, B. 5 of 
clubs. Then A. plays 2 of diamonds, C. g of 
clubs, B. qu. of diamonds, D. 2 of clubs ; B. 9 of 
diamonds, D. 7 of spades, A. 10 of diamonds, C. 
lo of clubs ; A. 8 of diamonds, C. 8 of spades, 
B. 7 of clubs, D. g of spades. Three rounds in 
silence. No help for it. 

"Now," says D., "we'll have something else." 
A. leads the j of spades; C. plays qu., B. ace, 
and D. 10. 

" Any more aces ? " says D. 

"No, only a little spade that I suppose you 
will get," says B., and plays the 2, taken by D.'s 
king. 

" All right, we 're three by card," says B. " I 
should never have guessed it by the looks of my 
hand." 

" You must remember I helped you a little," 
says A. 

"We stopped you from going out, that 's all 
that I thought we could do," says C. 

" Well, we got all that there was ; there did n't 

y of them get away," says A, 



^ 



2S4 AAfEF/CA/f WHIST. 

" Come on, it 's my deal," says B. " Cut the 
cards ? " 

"Yes, and I suppose cut you an honour," 
says C. 

And so the game goes charmingly on. 

This, and like to this, is the talk or the 
thouglit of hundreds of card-handlers. These 
players had no idea of what the cards they held 
were capable, and thought that they were really 
playing them in accordance with their value. 
Let us place the same cards in the hands of 
good American whist players, who read them as 
they fall, drawing the inferences they offer, but 
under the law of their game speaking not a 
word, and see how A. and B.,/rom the same be- 
ginning, compel the entire game before the ad- 
versaries secure a trick. 

B. throws the 7 of diamonds, the correct lead 
from his hand; D. plays the 6. A. instantly 
reasons in this wise: "My partner must have 
three higher cards. He cannot have k. and qu. 
or he would have led the k. ; he cannot have k. 
and kn., or he would have led the 9 ; he holds 
the qu„ kn., and 9. The 6 is played on ray 
right. D. is probably not calling, for I have five 
trumps. Either the k. is there alone, or D. has 
no more. If he has no more, k. with another 
held by C. will take at any rate. I must pas? 
the trick to catch the card upon my rights" 



I 



A HAND AT CARDS. 285 

All this that takes so long to write and to 
read flashes instantaneously through the mind 
of a good player, 

A. throws the 3 of diamonds, for not only 
must he not play the ace, but he must not take 
the trick because he must not have the lead ; 

C, throws the 4. B. at once takes in the situa- 
tion and leads the highest of his trumps, D. 
can gain nothing by refusing to throw k. If 

A. has ace, and k. is not played, A. will not 
cover kn. ; and if C, has either ace or qu. (for 

B. can have neither of these), C. is to be helped 
by D.'s play, calling, in trumps, two honours 
for one. If A. holds both ace and qu., of 
course D.'s play is fruitless. B. kn. of hearts, 

D. k., A. ace, C. 5. A. draws the other trumps 
with qu. and 10, plays the ace of diamonds on 
which the k. must fall, and continues the dia- 
monds, — B, having thrown the kn. on ace that 
he may be out of A.'s way, for from C.'s play 
of the 4 and 5 the rest of the diamonds are 
marked with A. B, having taken the small 
diamond next led with the queen, throws the 
ace of spades, ?^ he sees that with A.'s dia- 
monds and trumps the game is won. B. leaas 
the 9 of diamonds. A, takes with the ro, plays 
the 8, and then the trumps ; claiming five points 
and game. 



L 



As we close this text-book devoted to the stu- 



286 AMERICAN WHIST. 

dents of the wondrous game, we kindly recom- 
mend those who are careless about the proprie- 
ties to contrast the tnanner of this play of the 
same cards, to consider the folly of making re- 
marks while the game is m progress, and to 
derive such satisfaction as they may from the 
illustration that defines the difference between 
PLAYING WHIST and playing at playing whist. 



SKILL IN WHIST. 

Intellectual recreation recognizes but two 
great games, — whist and chess. Practical chess 
is decision upon inspection of visible situation. 
Practical whist is calculation upon analysis of 
unseen condition. In chess, there is no element 
of luck ; the best judge of position wins. In 
whist, chance is a prominent factor, and the race 
may not be to the strong. The general whist- 
player says, " Give me the cards and you may 
have the science." The first-class player replies, 
" The game is with the winner of the points ; 
the glory may be with the loser." 

It is when the fine player by skill demoralizes 
chance that he claims the victory. The player 
of the first force retains his title, however For- 
tune may dispense favor. 



The illustrated Hands that follow present the 
advantages of skill in whist. In some of them 
superiority on the part of one player or more 
than one in the management of cards is shown. 
The first four were played through by players 
of different rank respectively ; the rest are rei>- 
resentations of play of special and peculiar com- 
binations. All the hands are from actual play. 



HAND 1. 

Four ordinary players, unaware of the resources of 
the cards held by each, play them in usual manner. 

The score is A B, 5 ; C D, 6. 2 h. turned. 



A's Hand. 

S. Kii.y 7> 4> ^* 

H. lOy 9» 4* 

C. Qu., 6, 5. 

D. Ace., kn., la 



Trick i. 



THE PLAY. 

Trick 2. 




I 




A B o 
CD 2 



Trick I. The 2 s. is the correct original lead ; the 
ace is not held by A, and his longest suit is spades. 



AMERICAN WHIST. 

Thick 4. 




ILLUSTRATIVE HANDS. 39' 

Trick 7. A, who has properly led the highest of 
three trumps to his partner's call, now leads second 
best, showing but one (if any) more in hand. 






c 



Trick 9. 
C plays to ' 



B returns his partner's suit. Trick 10. 
rin the trick or force a trump. 



[♦♦♦I ♦ ♦ 

^ ♦ ♦! 



V*]"^ 



Trick 13. D plays the 9 c, which B wins with 
the last trump, and A B make the odd card. 




J 



292 AMERICAN WHIST. 



THE HANDS (A*s has been given). 





C's Hand. 


B's Hand. 


D's Hand 


s. 


Qa^9- 


K., 10, 8, 5. 


A., 6, 3. 


H. 


A. 


K., qu., 6, 5, 3. 


Kn., 8, 7, 2. 


C. 


Kn., 8, 4, 3. 


10,7. 


A., k., 9, 2. 


D. 


K., 7, 6, 4, 3*2. 


9,8. 


Qu-, 5- 



Remarks. — This hand is played throughout in 
the most reg^ar, routine way. One of the two par- 
ties must make- the odd card, and A B score it We 
recommend the student to play it over carefully, and 
then to study the next hand in diagram. 



HAND 2. 

Two fine players, C D, against two ordinary play- 
ers, A B, play the same cards held by C D in Hand 
I, and win the game. All the hands, the score, the 
lead, and trump card, the same as in Hand i. 

C*s Hand. 

S. Qu., 9. 
H. A. 

C. Kn., 8, 4, 3. 

D. K., 7, 6, 4, 3, 2. 



Trick i. 



THE PLAY. 

Trick 2. 






Trick 5. The ro h. in response to the evident 
call. Trick 6. Two fine plays. C leads the best 
card of his partner's suit ; D takes with ace in order 
to lead the best diamond. 



ILLUSTRATIVE HANDS. 
TxicK 8. 



A 



E^ 



Trick 7, The qu. d. before a discard can be made. 
B has finished a double call. Trick 8. The 3 s., 
purposely to throw the lead. 



Trick 9. 



J 



r 



0| g tsl 



Trick 9. A continues trump lead with his second- 
best card, showing but one more. 




Remarks. — Comparison of the play of C D with 
that of C D in Hand i will show that management 
of the cards is of consequence. At trick 4, C 
surrenders his hand for his partner's benefit. He 
does not, of course, know where the diamonds are, 
but he can do no greater good than by giving his 
partner the benefit of his best card. C plays well in 
trick 6, giving his partner the best card of the suit. 
Although A B have played properly, C D by superior 
play win the game. 



J 



HAND 3. 

Two fine players, A B, against two ordinary play- 
ers, C D, play the same cards held by A B in Hand 
I, and win the game. All the hands, the score, the 
lead, and trump card, the same as in Hand i. 

B's Hand. 

S. K., lOy 8, 5* 

H. K., qu., 6, 5, 3. 

C. 10, 7. 

D. 9, 8. 



THE PLAY, 



Trick i 




Trick 2. 







AB o 
CD 2 



Trick I. The 10 s., the proper play. B sees that 
his partner has not ace, and that he leads from four. 
Trick 2. B begins his call. 



298 



AMERICAN WHJST. 



•'Hln- 



CD 3 
Trick 3. B finishes his call. 







^ 



Trick J. The best heart of three in answer to the 
call. Trick 6. The fourth-best diamond led by C, 
the almost inevitable play of the general player. 



fc 



^ ^ 



r 



ILLUSTRATIVE HANDS. 299 

Trick 7. B's play of 3 h. is very good. Trick 8. 
D has no better lead than the diamond. 



VB 






-^E 



.Spy 









Trick 13. A makes the kn. d,, and A B have 2 
by cards and game. 

THE HANDS (B"s ttAS been given). 



I 



A.. 6, 3. 
H. Kn., 8, 7, % 
A..k.,9, 2. 
Qu , 5- 



300 AMERICAN WHIST, 

Remarks. — The reading of the cards by A B, 
their discards and the force, are features in the play 
of the hand. A having led the lowest of his suit of 
four, C follows with the 9 and B, holding Ic., 10, 8, 5, 
plays, as he should do, the to. B sees that A has not 
the ace, for he has led the 2 ; also that he has not qu. 
and kn. He probably has one of these. C has not 
qu. and kn., but may have ace. B may have one or 
two honours, and against them B finesses. The 10 
draws the ace, as B properly thought it might do, and 
B is left in command of his partner's suit with a good 
tenace in it, and a strong trump suit to help to make 
it. B now plays for the game, and in the next round 
begins his call, finishes it in the next, and throws 
his highest diamond on the club trick taken by A. 
C shows but one trump, and on C's lead of 4 d., the 
careful one to save his k., which most players would 
be sure to make, B finishes his call. B passes the 
trump in trick 7 that D may make kn. h., and have 
the lead. Whether D leads club or diamond is im- 
material : the play of B is very strong over what 
would be the ordinary play of the hands held by C 
and D. 



HAND 4. 

All fine players. All the hands, the score, the 
lead, and the trump card, the same as in Hands i, 
2, and 3. 



Trick i. 



D's Hand. 

S. A., 6, 3. 

H. Kn., 8, 7, 2. 

C. A., k., 9^ 2. 

D. Qu.,5. 



THE PLAY. 

Trick 2. 



LT 1 ^^^ 

♦J * [♦♦^ 

4 




AB I 
CDo 

Trick I. D properly declines to take the trick. 
See Remarks. Trick 2. B leads the fourth-best 
trump. 



ILLUSTRATIVE HANDS. 



W + B 



V', 






CDs 
Trick 7. B asks for the last trump. 



Trick g. C 







7 sj 



^ 



TC" 



Trick II. D's plan of keeping control of the 
spade suit is available now, and saves the game. 



304 AMERFCAN WHIST. 

Trick 13. B leads S s. which A takes with kn., 
and A B make the odd card. 



THE 1 


HANDS (D-s HAS BEi 


EN GIVEH). 


A's Hand. 


C's Hand. 


B's Hand. 


Kn., 7. 4, J. 
10,9,4- 
Qu.. 6, s. 
A, kn., 10. 


Q8-,9- 
A- 

Kn.,8,4.3. 
K., 7, 6, 4, 3. ^ 


K. 10,8,5. 
K., qu., 6. S. 3. 

10, 7- 
9.8. 



Remarks. — D, who is expected by all common 

players to take a trick whenever he can get one, sees 
the importance of at once giving the lead to his ad- 
versary. He sees that neither A nor C have both k. 
and qu, s., and can afford to wait developments. 
The lead may be from k., qu., or kn., but C has 
thrown g second, and has but one more. B leads a 
trump, and C's play shows D the three high cards 
against him. C plays his strengthening diamond. A, 
taking, leads the 10 h., and B reads the four original 
trumps of D. Forcing the play of kn., B throws the 
lead, D at once makes the diamond. B, throw- 
ing 10 c on k. c. led by D, induces the following 
lead of ace. D takes k. s,. and saves the game. 
The play throughout is fine. These four illustrations 
are given for comparison by tyro and expert. The 
play of the same cards by players of different qual- 
ity conclusively show the value of skill In whist 



HAND 5. 

AMERICAN LEADS. No. i. 

Lead from original fourth best in plain suit and in 
trumps. 

Score, A B, 4 ; C D, 5. A. d. turned. 

A's Hand. 

S. Kn., 9. 

H. K., 10^ 9, 8, 4, 3, 2. 

C. 2. 

D. 6,3,2. 



Trick i. 



9 


<^ 


9 


9 


9 


9? 




THE PLAY. 

Trick 2. B 




3o6 



AMERICAN WHIST. 



Trick I. Qu. h., to show no more when kn. is 
played. The advantage of the American lead is at 
once apparent, and B can see the probably won 
game if his partner's suit is long enough. 



Trick 3. 





"\ 





AB I 
C D2 



Trick 4. 



*+*| L*_*J I*** 

A I 1 4» - + 

»^4 'l O |4'*4' 

o -e 



A B2 
C D 2 



Trick 3. 7 d., the American lead of the trump. A 
is now satisfied that the game will probably be 
made. Trick 4. It may be that B holds a. c, but 
if so, he can make it later. A will not risk the 
chance, for D has proclaimed kn. c. 

Trick 5. B Trick 6. 









0^0 









0% 














4 







D 



A B 2 
CD3 



I ^ 



4. 4 



^ 



D 



J 



A B 2 
C D4 



Trick 6. 5 c, because a. or 9 must be with part- 
ner, or both will make. A. c, in order to give D 
control of suit. 3 c. insures the game. 



ILLUSTRATIVE HANDS, 



307 



Trick 7. 




Trick 8. 




Trick 7. 9 c., best to force a trump. If C had 
played s., B would have taken with ace. Trick 8. 
4 h., to show the other two in play. 



Trick 9. 




Trick 10. 









V. 



A 




AB6 
C D4 



Trick it. 



• 
























^ 
^ 




k 









Al?7 
C 1)4 



Trick 12. 







A B8 
C D4 



3o8 AMERICAN' WHIST. 

Trick 13. A takes with 10 h., and A B have 3 by 
card and game. 

THE HANDS (A's has been ghten). 





C's Hand. 


B*s Ha>d. 


D's Hand. 


s. 


K., 8, 4, 3. 


A., 6, 5. 


Qu., 10, 7, 2. 


H. 


7»6. 


Qu., kn. 


A., 5. 


C. 


A., 9, 8, 7. 


K., 4, 3. 


Qu., kn., 10, 6, 5 


D. 


Kn., 8, 5. 


Qu., 10, 9, 7, 4. 


A.,k. 



Remarks. — It is easy to see by how many plays 
the game could have been saved by C D, but for the 
informatory lead. Suppose that by the old way A 
had played either 4, 3, or 2, B would have played kn. 
and D ace. D would lead back the heart through 
the strong up to the weak. A could make the k. h., 
and no more. Or suppose that A had led a short 
suit, a once tolerated plan, five tricks were sure for 
the opponents. Or, if he had led as he did, and 
without a system, there are not nine tricks in his 
hand and his partner's. Reading the hand, B forced 
the play from first to last, and was warranted in so 
doing. The American leads are giving more promi- 
nence than they have ever done to the arguments in 
favor of the leader above the dealer, although one 
of the dealer's cards becomes a trump. 



HAND 6. 



AMERICAN LEADS. No. 2. 

High card followed by low card. Unblocking 
byB. 

Score, A B, 4; C D, 6. A. h. turned. 

B's Hand. 

S. K.y qu., kn., 3. 
H. Qu., kn.^ 9, 8, 2. 

C. 9,3' 

D. K., 4. 



Trick i. 




THE PLAY. 

Trick 2 




Trick I. Upon the ace, which proclaims four 
more, B begins to unblock. Trick 2. 6 s., fourth 
best, proclaims 9, 8, and 4. 



3IO 



AMERICAN WHIST, 



Trick 3. A 

9? 




^ 



9? <;? 




AB2 
CD I 



rRICK 4. 


A 






"> /s 








-^ Q 










AB 2 
CD 2 



Trick 3. B plays fourth best through a. turned. 



Trick 5. 



r_ 




o 

o 

o 




o o 



Trick 6. 



AB3 
C D 2 







9 <9 






s? 






9 ^ 

9 ^ 










9? S? 




i 









AB3 

CD3 



Trick 7. 



r 



D 




H 



A 



V 



XiJ 



S? 



S? 



A B4 
CD3 



Trick 8. A 



C D 



o 


o o 




*v_ 




0? ^ 



A B 5 
CD3 



ILLUSTRATIVE HANDS. 



3>i 



Trick 9. 




Trick la 



• + ♦ 



AB 7 
CD3 



Trick it. A 




Trick 12 




Trick 13. C makes k. c, and A B have 3 by card 
and game. 

THE HANDS (B*s has been given). 





C's Hand. 




A's Hand. 


D*s Hand. 


s. 


10, 2. 




A., 9, 8, 6, 4. 


7,5- 


H. 


10, 7, 6, 5. 




4,3- 


A.,k. 


C. 


A., k., qu., kn., 


7- 


8, 6, 4. 


10, 5, 2. 


D. 


10, 6. 




9» 3» 2. 


A., qu., kn., 8, 7, 5 



312 AMERICAN WHIST. 

Remarks. — When you have led a high card and 
follow with a low card, that low card must be the 
original fourth best of the suit. The principle of the 
play is presented unde^^merican Leads and Third 
Hand. 



HAND 7. 

AMERICAN LEADS. No. 3. 

High card, followed by high card, indicating num- 
bers. Playing for partner's hand by B. 

Score, A B, 4 ; C D, 6l K. h. turned. 

A's Hand. 

S. K., qu., 10, 9, 6> 3. 

H. S,4»3.2- 

C. 9,7. 

D. 9. 



Trick i. 



THE PLAY. 

Trick 2. 





314 



AMERICAN WHIST, 



Trick I. A proclaims five in suit. B, holding 
three of suit, passes. Trick 2. A proclaims six in 
suit, all but the 2 s. now proclaimed in B's hand. 



Trick 3. 




Trick 4. 



4. 4. 

* 

4* 4> 4> 

♦ + 





AB2 
CD2 

Trick 3. B has not strength to get out trumps, 
but on principle surrenders his own game and plays 
for A's suit. D, holding fourchette, pla3'S k. Trick 
4. D announces a four suit of clubs. A echos in 
plain suit, as he has already done in trumps. B passes 
the k. lead, that he may keep control of the suit, of 
which, in all probability, C holds three cards. 



Trick 5. 



* ^ I 

4. 4. 









Trick 6. 



A B3 
C I) 2 







Trick 6. B persists in the trump lead, because 
sure on the next play to take the trick and force an- 
other round. 



ILLUSTRATIVE HANDS, 



315 




O 

[0 o 

o 

ol o o 

o o 



Trick 8. 



A64 
CD3 




9 9 




V 


9 9 




9 9 


^iSiy 


9 9 






9 9 







AB4 
CD4 



Trick 7. C knows that D cannot have kn. c, and 
as A has played the 9, A must have kn. or no more. 
C therefore leads the diamond, in which suit, if C D 
can make one trick, they save the game. B at once 
throws ace, that he may again lead trumps, of which 
suit A has shown four. 



Trick 9. 




B 






Trick 10. 


B 








r 










^ 




c 





Lo 




QId 


C 


0^0 






_♦__ 








D 









9 9 




^^ 









♦ 











9 






Hh 






9 9 

A 




V. 


4 
A 




A B <; 


A B6 












C D4 












C 1 


34 



3i6 

Trick ii. 



AMERICAN WHIST, 
Trick 12. 



O"^ 
+ .♦ O o] * 



AB7 
CD4 



Trick 13. 



♦♦♦ 




oOo 

OoO 





4* 4> 




A B8 
C D4 



ABo 
C D4 



Trick 13. A B have 3 by cards and game. 



THE HANDS (A»s has been given). 





C*s Hand. 


B's Hand. 


D's Hand. 


s. 


8,5. 


A., 7, 2. 


Kn., 4* 


H. 


A., 10, 8. 


Qu., 9, 6. 


K., kn., 7. 


C. 


10, 8, 6, 3. 


A., kn., 5. 


K., qu., 4, 2 


D. 


Qu., kn., 7, 2. 


A., 10, 4, 3. 


K., 8, 6, 5. 



Remarks. — This hand is one of the instances in 
which the fourth best is one of the high cards that 
properly follows a high card. The New Play addi- 
tionally illustrates the mathematical value and rank 
of the cards. 



HAND a 

THE LEAD OF THE 9. 
Score, A B, 4 ; C D, 6. Qu. s. turned 

A's Hand. 

S. K., kn., 8, 6, 4, 2. 

H. K., kn., 9, 8, 7. 

C. la 

D. Qu. 



Trick i. 




THE PLAY. 

Trick 2. 




Trick I. The double tenace is probably with D. 



3i8 

Trick 3. 

4. ^ 
4. 41 



AMERICAN WHIST. 



Trick 4 







4. 41 



AB I 
C D2 





Trick 6. 





Trick 5. The situation is very critical. C D need 
but two tricks to save the game. These can be 
made if A can be forced to play the heart up to the 
proclaimed tenace held by D. Of course C must not 
play through it. C can establish his partner's suit 
by leading a. d., and force a trump from A, but 
then A will draw the trumps and lead a club, for C 
believes that A has more clubs, despite his high 
play on the third round. It may be that B has 
thrown k. c. in order to take the trick if possible 
and give his partner the trump. In that case A has 
a. c, and may be obliged to lead the heart. 



ILLUSTRATIVE HANDS. 



319 



Trick 7. 




B 

4 




- 


C I9 9 











9 9 


4 
4 


^ 







Trick 8 




AB4 
CD3 

Trick 7. This is the play of the hand. A has 
noted that the 3 s. has not fallen. D would not 
have thrown qu. s. second hand if he had held three, 
and C has thrown the 9 on the kn. If A can throw 
the play into his partner^s hand, and B will lead 
through the tenace, A has the game. This positive 
remembrance of the low cards out and their situa- 
tion is a characteristic of the superior player. 

Trick 8. It is, of course, useless to do otherwise 
than play the a. h., but it is evident that the game is 
lost. 



ICK 9 




B 






1 


Trick 10. 


B 










4> 






9 

9 









4> 
4 4 






^0^ 
0^0 




D 


C 


0"~0 





9 _ 




9^ 


D 






4 4 
A 




A 
C ] 


SI 




\ 




A 




a: 

C] 


B6 
^4 



320 AMERICAN WHIST, 

Tricks ii, 12, and 13. A's spades and hearts win 
every trick, and A B make 3 by card and game. 

THE HANDS (A's has been given). 





C's Hand. 


B's Hand. 


D's Hand. 


s. 


A., 9. 


10, 5, 3. 


Qu., 7. 


H. 


6, 5. 


4»3»«- 


A., qu., la 


C. 


Qu., 9, 7» 6, 3. 


A i k., 5» 4» 2. 


Kn., 8. 


D. 


A., k., 7» 5* 


8,2. 


Kn., 10, 9, 6, 4, 3. 



Remarks. — At the fifth round A has neither 
clubs nor diamonds. He must have hearts, for he 
cannot have all trumps, and the play of the kn. h. is 
an imperative demand for the lead of another trump. 
If C had led a. d. on fifth round, A would have 
trumped, drawn trumps, led the 2 s., and, after B 
had made the a. c, he (B) would have led through 
the heart ten ace. If, however, C had led the heart, 
and D had played a. and led back qu., C would have 
taken with 9 s. and saved the game. But the hand 
is given as it was played. 



HAND 9. 

THE NEW PLAY. 

Lead from a., k., and three. Unblocking and 
play of Deschapelles coup by B. 

Score, A B, 6 ; C D, 6. 9 h. turned. 

A's Hand. 

S. Qu., 9, 6, 3. 

H. K., qu. 

C A., k., 8| 4, 3. 



Trick i. 



THE PLAY. 



Trick 2. 



♦*♦ , 



AB I 
CDo 




Trick 2. B began to unblock, but, finding that C 



322 



AMERICAN WHIST. 



trumped, changed his play to a call, although he 
knows that qu. c. is with D. 

Trick 4. B 




0/vO 

oOo 

o ol o 

o^ Lo 

o <> 



ABi 
CD2 




w>:^i 








IZil 















0^0 













AB I 
CD3 



Trick 3. B, having called, does not repeat the 
call. C has led qu. d. from foot of sequence, followed 
with k., signifying six in suit ; the new play. 



Trick 5. 


B 




Trick 6. 


B 




^ 


S? ^ 






<? 




( 


9 














9? 
A 






"^M^ 






D 


C 








S? 




C 




i 


7M. 


D 


A 




A] 
C I 


32 

)3 




V 


- 




AI 
CI 


3 2 

)4 



Trick 5. It is useless to pursue the diamond. B 
would discard and A trump. Better lead through 
the calling hand. Trick 6. A can have no more 
hearts. 



iLLUSTRATlVE ffANDS. 




CD5 CDs 

Trick 8. The 10, to force a trump and give C the 
last play on B's next lead. C discards from dia- 
monds, retaining spades, since it is evident his part- 
ner cannot help him make the diamonds. 
Thick 9. 




C D s 

Trick 10. The k. s., an excellent play, in Rrder 
afterward, if k. is taken by adversary and qu. held 
by A, to let him in that he nnay make the last club. 
It is evident to B that A can have a spade only (or 
reentry, and he plays the Deschapelles coup. 

If C had held up a. s. and let B make another 
lead, B would have thrown the 10. D, satisfied that 
his partner had not the a., would have covered with 
kn. A would have thrown qu. Ace must take and 



J 



324 



AMERICAN WHIST. 



the 9 be good. If C was holding up both a. andkn., 
A*s play would not matter. D could not have both 
if he followed with the 7, and if he had the a. he 
would not probably have passed the k. 



Trick ii. 



^ 




9 9 















0% 























Trick 12. 




ABs 
CD6 

Trick 13. A makes the 8 c, and A B win the odd 

card and game. 

THE HANDS (A's HAS been given). 





C's Hand. 






B's Hand. 


D's Hand. 


s. 


A., 8, 4. 






K., 10, 2. 


Kn., 7, 5. 


H. 


Kn., 8, 4. 






10, 7, 6, 5, 3. 


A., 9, 2. 


C. 


5- 






Kn., 9, 2. 


Qu., 10, 7, 6 


D. 


A., k., qu., 7, 


5' 


3- 


Kn., 10. 


8, 6, 2. 



REMARKS. — In this strife for the odd card, C D 
battled bravely, and but for the masterly play of B 
on the loth round the game could not have been 
won by A B. Altogether, the hand is a specimen of 
superior whist play. 

\i the lead of B had been the small spade instead 
of the k., A would of course have thrown qu., and C, 
leading a small spade through B, would have saved 
the game. 



HAND 10. 



THE NEW PLAY. 

Lead from quint to ace. Discard from long suit 
on partner's lead. 

Score, A B, 6; C D, 4. 9 h. turned. 

D's Hand. 

S. ICn.y 8, 6. 

H. K., 10, 5- 

C. 

D. A., kn., 8, 7, 6^ 5, 4. 



Trick i. 



THE PLAY. 

Trick 2. 







^ 







ABo 
CDi 



o 
o o 



ABo 
CD 2 



Trick I. The 10 is not the head of a sequence. 



326 



AMERICAN WHIST. 



Jt is very likely to be the foot of one. It may be 
from k.y kn., and others, but in any event D ¥rill not 
trump. D cannot make his diamond suit The 
spade suit may be the adversaries' best, and D may 
find the kn. s. useful. Trick 2. C, following with 
a., proclaims the sequence entire. B calls. 



Trick 3. 



9 
s? 




mi 












AB I 
CD2 



Trick 4. 




Trick 3. C plays directly through the calling 
hand. If B passes and the kn. takes, C follows 
with the 7. Qu. h. second on kn. led would be bad 
play. 



Trick 5. 


c 






















0- 








A 



















^ 







B 



AB I 
CD4 



Trick 6. 




ILLUSTRATIVB HANDS. 327 

Tecck S. I 




328 AMERICAN WHIST. 

Trick 13. D plays k. h., on which the 9 and 6 fall, 
and C D make 3 by card and game. 

THE HANDS P's has been given). 

A*s Hand. C's Hand. B's Hand. 

S. 10, 5, 4, 3. A-, 9. 2. IC, qu., 7. 

H. 9» 8> 3- ^^-j 7- A, qu., 6, 4» 2. 

C. 9, 8, 6, 4. A., k., qu., kn., la 7f 5» 3. 2. 

D. 10, 9 K., 3, 2. Qu. 



Remarks. — The play of C and D is especially 
good. By any other management they could not 
have won. The lead through the calling hand, the 
irregular discard for proper reason, and the refusal 
to over-trump are the features of the play. 



HAND 11. 



THE NEW PLAY. 



Lead from the royal sequence. 

Score, A B, 3 ; C D, 6. K. c. turned. 

A's Hand. 

S. A., k., qu., kn., 5, 3, 2. 

H. 5.3- 

C. Kn., 5, 4. 

D. 8. 



Trick i. 



9 


9 


9 


9 


9 


9 



THE PLAY. 

Trick 2. 





Trick 2. A proclaims five more spades in hand. 
There is no call for trumps. 



330 



AMERICAN WHIST, 



TwcK y 




Tkick 4. 



4.*+ 


i 


4».4» 




\ 


e 




AB3 

CD I 

Trick 3. B will not call for trumps. The k. is 
turned on his left. He 6as a long suit of diamonds, 
but of no present strength, and if A has a reentry 
card it may be made on the opponent's lead. A can- 
not now lead a heart to By who has persistently dis- 
carded three. He prefers to continue his own suit, 
letting one opponent and his partner discard, while 
the other trumps and throws the lead. Trick 4. 
This round changes the whole phase of things. D 
will of course lead his best suit 



Trick 5. 





4- 






*_ 


nr nrl 




■^0 ^ 




^ 




S? 




f ■-« 






V 




Trick 6. 



AB4 
CD I I 



♦~+i I I r4^ 

4> 4i |4» ♦ _j^ 
^ 4> 



CD I 



ILLUSTRATIVE HANDS, 



331 



Trick 5. B now has but one plan to pursue. If 
it shall be that the trumps were equally divided, or 
that the now second best is in A's hand, A can make 
his spades. 



Trick 7. 




Trick 8. 















♦ 







s? 










4 




i 









AB7 

CD I 



Trick 9. B 


















9 S? 
9 9 




4 

4 


D 








A 


AB8 
CD I 



Trick 10. 




^ 



B 
<> 

o ol po" 
<> 



ABo 
CD I 



332 

Trick ii. 


oooo 

o td 
oooo 


AMERICAN WHIST, 
Trick 12. 

r 


OOOO 

w 

oooo 










ffJBf/fftn 












D 


C 













C 










D 






0^^ 












^ 
















A 


AB9 
CD2 




A 


A B 10 
C D2 



Trick 13. D takes with k. h., and A B have 4 by 
card and game. 

THE HANDS (A's has been given). 





C*s Hand. 


B*s Hand. 




D's Hand. 


s. 


9, 8, 6. 






10, 7, 4. 


H. 


Qu., kn., 7. 


10, 9, 6. 




/V., K.y Oy 4» ^ 


C. 


10, 7, 6. 


A., qu., 9, 2. 




K., 8, 3. 


D. 


A., k., qu., 4. 


Kn., 10, 9, 7, 


6, 2. 


5' 3- 



Remarks. — This hand was finely played by B. 
In the first place, although strong in trumps, he did 
not call, but left the lead of trumps to A, if A had a 
card of reentry and so thought best to play the 
trump. B, after the fourth round, could count upon 
division of the trumps, for C, having four, would not 
have trumped second hand. If the kn. c. was in the 
opponent's hand, B's 9 would draw it and leave A 
with the last club. A's continuance of his own suit 
was much better play than the lead of the singleton 
diamond. 



HAND 12. 



THE NEW PLAY. 
Qu. at foot of sequence. Refusal to over-trump. 

Score, A B, 4 ; C D, 6. A. d turned. 

A's Hand. 

S. Kn.) 3i 2. 

H. K. 

C. A., k., qu., 9, 4, 3. 

D. 10,6,3. 



Trick i. 



THE PLAY. 

Trick 2. 





V 



B 




9 

<5> 














4.*+ 
+ 4. 









AB I 
C D I 



Trick I. The old play was k., then qu. By that 
lead the number of the suit could not be determined. 



334 



AMERICAN WHIST. 



Trick 2. B, although holding fourchette, does not 
over-trump. He sees that D must hold four or five 
clubs. A remains with the two best, but not the 
three best. B therefore retains his trump strength, 
trusting that some high card in A's hand may bring 
him into the lead. 

Trick 4. B 





— ' ♦*♦ 

♦ !♦♦♦ 



A 6 I 
CD3 



Trick 5. 

r 



7 9? 

9 ^ 



9? 


9 


9? 


9 


9 


"^ 





Trick 6. 




AB2 
CD3 

Trick 5. Only qu. and kn. s. are in hand, and C 
does not again lead the suit against the chance of a 
small trump by A, and his continuation of club play. 
Trick 6. A sees that, if D holds the strength in 
hearts, the game is probably lost. B has not called, 



ILLUSTRATIVE HANDS. 



335 



and A continues his suit. B's play of k. d. is very 
fine. If D has lo d. or four trumps he can save the 
game, but as he may not have the lo and the trumps 
be divided, B now shows to A his strength ; for if D 
can be compelled to play up to either A or B, B 
sees the won game. 



JCK 7 


• 


B 




N 




Trick 8. 




B 










OOOO 

o o o o 
oooo 


V 






o\ 























o 


D 


C 


4 









D 




A 


AB4 
CD3 


V A 

AB4 
CD4 



Trick 8. D can refuse to take the trick, but B is 
prepared for that. If he does not take it, B forces 
with the other trump. 



Trick g 


» 


B 








Trick to. 


B 


^ 




C 






A 




9 ^ 

A] 
CI 


D 

11 


C 


4 ♦ 









A 







A] 
CI 


D 

36 
)4 



Tricks ii, 12, and 13. B makes the hearts and 
best spade, and A B have 3 by card and game. 



336 AMERICAN IVmsT, 

THE HANDS (A'5 has been givxn). 

C's Hand. B's Hand. D's Hand. 

S. A., k., 7, 6, 4. Qu., 8, 5. 10, 9. 

H. 10, 8, 7, 4. A., qu., kn., 6, 3. 9, 5, 2. 

C. 10. Kn. 8, 7, 6, 5, 2. 

D- Qu., 9, 4- K., kn., 8, 2. A., 7, 5. 



HAND la 

THE NEW PLAY. 

From k., qu., and three small. 

Score, A B, 5 ; C D, 6. 3 h. turned. 

A's Hand. 

S. 10,6,5,3. 
H. K., 7» 6. 

C. Qu. 

D. K., qu., 7, 4, 2. 



Trick i. 



THE PLAY. 

Trick 2. 



O 
O O 

[0 ol Wo 
o 

m^i lo__o 

A IWWFA 



ABo 
CD I 




® 


4 ♦ 




4 4 



AB I 
CDi 



Trick I. B reads that the qu. must be one of five, 
and his unblocking on this first trick saves the game. 



338 

Trick 3. 



AMERICAN WHIST, 



Trick 4. 



9 9 
9 9 




[Hi 




9 9 







AB2 
CD I 







9 9 

9^9 




V 


9 9 

9 
9 9 






9 










9 
9 9 

9 9 













AB2 
C D 2 



Trick 4. It is of course useless to play qu. sec- 
ond. 



Trick 5. 






J 



AB2 
CD3 



Trick 6. 

r 


B 




%M. 




♦ *♦ 


c 


Vfiwl'JSK 






1^^ 




♦ ♦ 




♦ 








4 4 




A B2 
C D4 



Trick 7. 











9 ^ 
9^ 
9 9 
9 9 















AB2 
CDs 



Trick 8. 




* 

♦ 



J 



A B3 
CDs 



ILLUSTRATIVE HANDS, 



339 



Trick 7. The proper play of D would be the dis- 
card of the diamond, for D has only clubs to lead, 
and his partner has shown that he cannot now have 
command of that suit ; but if D passes, he knows 
that B will force with another heart, while it may be 
that A will over-trump in order to lead another dia- 
mond. 



Trick 9. 




Trick la 




Trick 9. It is evident now that the game is won 
byAB. 



Trick it. 




Trick 12. 



O 

o o 



AB7 

CDs 



340 



AMERICAN WHIST. 



Trick 13. B 






AB8 
\^ A CDs 

Trick 13. A B make 2 by card and game. 
THE HANDS (A*s has been given). 





C's Hand. 


B's Hand. 


D's Hand 


s. 


K., qu., 7, 2. 


A., 9, 8. 


Kn.) 4* 


H. 


8, 5,4. 


Kn., 10, 2. 


A., qu., 9, 3. 


C. 


A., kn., 9, 4. 


K., 7, 3. * 


10, 8, 6, 5, 2 


D. 


A., 10. 


Kn., 8, 6, 3. 


9.5- 



Remarks. — It is evident that if A had led k. d., 
A B would have lost the game. 



HAND 14. 

THE NEW PLAY. 

Lead from quart to k. and one small. 

Score, A B, 4 ; C D, 4. 4 s. turned by D. 

B's Hand. 

S. A., qu., 6, 5, 2. 
xi* '•'•f It 4> ^* 

D. 2. 



Trick i. 



THE PLAY. 

Trick 2. 











V 


9? 9 






9? <;? 
9 9 










9 














A B I 
CDo 

Trick 2. The play shows two more hearts in B's 
hand* 



342 

Trick 3. 



AMERICAN WHIST, 



Trick 4. 






AB2 
CD I 




Trick 3. B purposely passes in order that the call 
may be answered. The accomplished player is famed 
for his ingenuity in throwing the lead. 
Trick 5. A I Trick 6. A 





Trick 7. A 







J 



AB4 
CD3 



Trick 8. 























4 














^ 









AB c 
CD3 



ILLUSTRATIVE HANDS, 



343 



Trick 9. A 




Trick 10. A 



00 O 

o^ol W^ I 



AB6 
CD4 



Trick ii. 







4. 4. 










mi 


♦ 


k 







AB7 
CD4 



Trick 12. A 




^ 



9? <9 









0.0 
0^0 



9 s? 

9 9 







AB8 
CD4 



Trick 13. 




Trick 13. A B make 3 by card and game, 



344 AMERICAN WHIST. 

THE HANDS (6*s has been given). 

D*s Hand. A's Hand. C's Hand. 

S. 9,4- 10,8. K., kn., 7,3. 

H. 9, 8. K., qu., kn., 10, 5. 6, 3. 

C. K., kn., 10, 5, 4. 8, 7, 6. Qu., 3. 

D. Kn., 8, 6» 4. 7» 5i > A., k., qo., lO, 9. 



HAND 15. 

THE NEW PLAY. 

Lead from the royal sequence and one small; 
discard, and call upon plain suit. 

Score, A B, 5 ; C D, 5. 3 h. turned by D. 

C's Hand. 

S. 10, 9, 5, 2. 

xl. 0| 4* 

C. K., qu., 10, 9, 4, 3. 

D. 9. 



Trick i. 







9 
9 


4 ♦ 










9 9 







THE PLAY. 

Trick 2. 




AB I 
CDo 







9 
9 
9 












9 










^^^ 

9 

9 9 

9 

9 9 










^ 



A B2 
CDo 



Trick 2. C reads k. and qu. h., and one small in 
A's hand. 



346 

Trick 3. 



AMERICAN WHIST. 



Trick 4. 




D 




9? <9 








|& 




» 




mi 



AB3 

CDo 







<5> ^ 


4. 4, 










4 








AB3 

CD I 



Trick 5. 






AB4 
C D I 



Trick 6. 




D 




















0^0 











AB5 

C D I 



Trick 5. C knows that the 8 is D*s best club, and 
is forced to take the obligatory finesse notifying D 
of his strength in the suit. 



Trick 7. 





Trick 8. 




ILLUSTRATIVE HANDS. 



347 



Trick 8. D saw the necessity of forcing the last 
trump, and thereby throwing the lead. If he should 
be obliged to follow to a club, he could not trump 
the a. s., for he would then be obliged to lead a dia- 
mond to B's strength. The a. s. must make, but the 
plays shows lo s. and another in C's hand. 



Trick 9. 











e 



AB7 

CD2 



Trick 10. 



O 
O 

o_oJ ^ !!_♦ 



AB7 

CDs 



Trick it. D 




Trick 12. D 




O O 
O 



AB7 
CD5 



348 



AMERICAN WHIST. 



Trick 13. 
game. 



Trick 13. 


D 








B 


i 




0% 






A 




^ 


♦ .4» 
4-*+ 

C 




AB7 
CD6 



A B have i by card, and C D save the 



THE HANDS (C's has been given). 



B*s Hand. 



D's Hand. 



o. Ivn.y Of ^ 

H. 10, 9, 7, 5, 3, 2. 

C. A., 7» 6. 8, 2. 

D. K., qu., kn., 10, 7, 6, 4. A., 8, 5, 3, 2. 



A's Hand. 

A., k., qu., 7, 6, 3. 
A., k., qu., kn., 6. 
Kn., 5. 



HAND 16. 

Irregular play for all the points. A sample of 
common-sense whist. 

Score, A B, 6; C D, o. 6 c. turned. 

D's Hand. 

S. K. 

H. A., k., 8, 7, 4, 3, 2. 

C. A., k., qa., kn., 4. 

D. 



Trick i. 




THE PLAY. 

Trick 2. 



s? 


^ 


^ 


9 


<5> 


9 



ABo 
CDi 




Trick I. The irregular trial lead. Trick 2. C 
had no trick, and perhaps as good play as he had 
was to return, must fortunately, his partner's lead. 




AMERICAN WHIST. 

Trick 4. C 



• 




4. 














ABo 
CD4 



Trick 4. Showing but three more trumps. 



Trick 5. 




Trick 6. 



O 



ABo 
CDs 

Trick 5. Six by card is now declared. 



ABo 
C D6 



Trick 7. 




^. 





















9 









Trick 8. 



ABo 
C D7 




ILLUSTRATIVE HANDS. 



351 



Trick 9. 






MM 




V_ 







ABo 
CD9 



Trick la 




Trick it. 




Trick 12. 




Trick 12. D had played neither s. nor d., and B 
happened to throw the wrong ace. 

Trick 13. C 




Trick 13. 



ABo 
CD 13 

C D make 7 points and game. 



352 AMERICAN WHIST. 



THE HANDS (D's has been given). 





A's Hand. 


C's Hand. 


B's Hand. 


s. 


ICn., 8, 6, 5* 


10, 7, 4, 2. 


A., qu., 9, 3. 


H. 


Kn., lo, 5. 


Qu.,9. 


6. 


C. 


7. 


5.3.2» 


10,9,8,6. 


D. 


K., 10, 7, 6, 4. 


9*8,3,2. 


A., qu., kn., 5. 



Remarks. — The play of Mr. Le Moyne was fash- 
ioned upon the common-sense whist of Mr. Lewis of 
London, and, though irregular in lead, it will be 
found to be managed in detail in accordance with 
the most correct system. The play of trumps is ac- 
curate to designate five in number, and the heart 
play informed his partner that but one card of either 
s. or d. was to be retained. His partner, by his own 
play, had advised that he had not that card, and Mr. 
Le Moyne must take the chance of its retention or 
discard by the opponent. 



HAND 17. 

THE COUP DE SACRIFICE. 

Score, A B, 6 ; C D, 4. 8 c turned. 

B's Hand. 

S. K., 10, 9, 3. 

Ii. K.| 8, Oy 4* 

C. A., 9, 8. 

D. K.,4. 



Trick i. 




THE PLAY. 

Trick 2. 









mm 




4- 

4- 
4- 


♦ + 





ABo 
CDi 



^ 












♦ .4» 






♦ 4* 

♦ 4- 










4- ♦ 

4- ♦ 











ABo 
CD2 



Trick I. D plays k. at head of six. Trick 2. C 
has not echoed, and does not hold both a, and 7. 

'J 



354 






AMERICAN WmST, 








Trick 3. A 


Trick \. A 




r 

D 









0^0 









c 


r 

D 






SB 


C 








m 











^ 


m 


H 






V:^ 


A Bo 
CD3 


[aii 

B 






B 


AB I 
CD3 



Trick 3. The coup de sacrifice, a beautiful play. 
Trick 4. The 2 h., to throw the play, if possible, 
into C's hand, that on his lead D may get rid of his 
diamonds. 



Trick 5. 


A 




Trick 6. 


A 










4 














OOOO 


oooo 














+ + 


c 


D 














D 


















♦ 


+ +, 


1 







k 






K 










Trick 7. 




AB3 



Trick 8. 




7 


9? 


9? 


9 


^ 


9 



A B s 
CD3 



tLLVSTkATtVE ttANHS. 



3SS 



Trick 5. B reads the six trumps of D, conse- 
quently the three of C's hand, also the five diamonds 
of D, and the best diamonds in A's hand. 



Trick 9. 



♦ 

♦^ U »| I 

♦ »l ♦ I 

4 



ABs 
CD4 



Trick la 







^ ^ 

9 
^ ^ 





0^« 






9 










9 <;? 










^ 



A B 5 
CDs 



Trick 9; C reads the rest of the trumps in D's 
hand and but one spade and the last diamond, and 
plays ace. 

Tricks 11, 12, and 13 are taken by D's trumps. 
C D make 2 by card, and A B save the game. 



THE HANDS (B's has been given). 



D's Hand 

S. 6. 

H. 2. 

C. K.,xiu., io> 5, 4, 2. 

D. A., 8, 6, 5, 3. 



A's Hand. 

5»4» 2. 

Kn., 7, 5, 3. 

Kn. 

Qu., kn., 10, 9, 7. 



Cs Hand. 

A., qu., kn., 8, 7. 
A., qu., 10, 9. 

7»6^3- 
2. 



HAND 18. 



. THE GRAND COUP. 
Score, A B, 4 ; C D, 6. 5 h. turned 

A's Hand. 

S. 8,6,5. 

H. K., kn., 9, 7, 2. 

C. 8,6,3. 

D. A., 9. 



THE PLAY. 

Trick 2. 






«|D 



J 



A Bo 
CD 2 

Trick I. The correct lead, whether in trumps or 
plain suit. Trick 2. D, having deuce at foot of suit, 
opens with a. at head of four. 



ILLUSTRATIVE HANDS, 



357 



Trick 3. 




B 








4 
4 


♦ 4 






^ 



Trick 4. 




ABi 
CD2 

Trick 4. B has the 10 and 6 h., qr he has no 
more. 



Trick 5. 




Trick 6. 

r 


B 
4*^ 4* 




+♦+ 


* ♦ 


c ♦ 






* 


+ ♦ 




4> 



Trick 8. B 



^m^i 



AB2 
CD4 




358 



AMERICAN WHIST. 



Trick 7. C throws the diamond, hoping for a sin- 
gle trick in the suit by his partner, to save the game. 
If D cannot take the trick, C has at least thrown the 
lead, so that A must lead up to D. 



Trick 9. 




B 


■% 




Trick la 


B 


> 






^Ss^A * 






1 









^^^^vj 














M 




♦^* 




C 







D 


C 







♦♦♦ 


D 














0% 











s? 




♦ ♦ 






OaO 












0^^ 



















9? 




A 


A 


AB i; 


AB6 












CI 


)4 












CD4 



Trick 10. The grand coup. A trumps his part- 
ner's trick to return the spade, of which suit he may 
have the kn., because, if B has it, A B make the 
game. D properly discards a spade, for if he trumps 
he will be over-trumped, and his last trump drawn. 



Trick ii. 




Trick 12. 













\ 











9 9 
9 9? 










9? 

9 9 













D 



A B8 
C D 4 



ILLUSTRATIVE HANDS. 
Trick 15. 




Trick 13. A B have 3 by card and game. 
THE HANDS (A's has BBEn given). 
C's Hand. B's Hand. D's \ 

S. Qu.,9,3. 
H. 8, 3. 

C. A., k., 7, 4. 

D. 7.6,5-3- 



— ! 

35* 



K., kn., 4. 


A., 10, 7, 2. 


Qii.,4- 


A. .0.6, 5. 


QO., 10, 5- 


Kn.,9,1. 


K,.kii.,io,4,2. 


Qa.,8. 



HAKD 19. 

Throwing the lead ; refusal ta play from seven 
trumps ; the American play. 

Score, A B, 6 ; C D, 6. 5 c. tamed. 

A'sHand. 

S. K. 
xl. K^ 4" 

C. 1^,10,9,8,7,6^2. 

D. K^kiL,9w 



Trick i. 



o o 



V. 



THE PLAY. 

Trick 2. 


































A Bo 
CD I 



r 






© 



A Bo 
C D 2 



Trick I. A correctly plays the American lead. 
He has but four sure tricks, unless the play is made 
up to him. His first purpose, therefore, is to throw 



ILLUSTRATIVE HANDS, 



361 



the lead. C, holding double tenace, of course plays 
10. If he throws qu., as required by English whist, 
he loses a trick. Trick 2. C's best play. If B cov- 
ers, he loses a trick. 



Trick 3. 




Trick 4. B 




Trick 3. D's best play. 



Trick 5. B 



o o 

on o_o I* ♦ 



ABi 
CD4 



Trick 6. 




Trick 5. Here was a choice of play, but probably 
the force was better than any other. 




AMERICAN WHIST. 



Trick 8. 







:m 




♦ + 

♦ + 








A B3 
CDs 



Trick 9. B 




Trick 10. 



♦ 

♦ 41 r* u 4 



A B 5 
CDs 



Trick ii, 




^ 



9 


^ 


^ 


<? 


<7 


<:? 



AB6 
CD5 



Trick 12. 




ILLUSTRATIVE HANDS. 



363 



Trick 13. B 







9? ^ 






4 ^ 




















\ 









AB8 
CDs 



Trick 13. A B make 2 by card. 

THE HANDS (A's has been given). 





C's Hand. 


B's Hand. 


D's Hand. 


s. 


K.n., 8, 5* 


Qu.,9. 


A., 10, 7, 6, 4, 3, 2, 


H. 


A., 5» 2» 


Kn., 10, 9, 8, 7. 


Qu., 6, 3. 


C. 


Qu., 4» 3- 


A., kn. 


5- 


D. 


A., qu.| io» 2. 


7» 6, 4, 3- 


8,5- 



HAND 20. 



Trick i. 



9 ^ 

9 ^ 



A YARBOROUGH. 

Score, A B, 5; CD, 4. 7 d. turned. 

C's Hand. 

S. 7» 5» 4- 
H. 8, 7, 2. 

C. 6,5,3. 

D. 5,4.3»2. 



D 



THE PLAY. 

Trick 2. 



9 ^ 




9? 9? 


9 9? 




^ 



ABo 
C Di 




Trick I. The correct play, holding the 8, and not 
the beginning of a call. Trick 2. The best lead 
from the hand, informing of four. 



ILLUSTRATIVE HANDS, 



Trick 3. 



O 

%^ L 

o 

o 
o 



^ 




A60 

CD3 



Trick 4. 




Trick 5. 




Trick 6. 




Trick 6. B, seeing that A led from four, plays a. 
to insure the trick, to lead his clubs, and perhaps on 
another s. or c. to save the game. 

Trick 7. D 







AB3 
CD4 



Trick 8. 

r 


D 

*A* 




4. 4. 


B ♦ 






* ♦ 




4- * 




A64 
CD4 




AMERICAN WHIST, 



Trick la 









i 


B 








+ ♦ 










AB4 

CD6 



Trick ii. 







9 
^ 

^ 




V 


















4 ^ 













Trick 12. D 
lO'O 




Trick 13. D 







Trick 13. CD make 3 by card and game. 



ILLUSTkATlVE HANDS. 367 



THE HANDS (C's has been given). 





A's Hand. 


D's Hand. 


B's Hand. 


s. 


Qu., 9, 8, 2. 


K. 


A., kn., 10, 6, 3. 


H. 


K., 10, 9, 6. 


A., qu., kn., 5, 3. 


4. 


C. 


Qu., kn., la 


9,8. 


A., K., 7» 4» 2. 


D. 


Qu., 10. 


A., k., kn., 9, 7. 


8,6. 



Remarks. — The hand of C would at once be con- 
demned by an ordinary player. But its proper play 
by a good player insured the game to D. If C had 
thrown the 2 h. upon the 6 led by A, it would have 
cost the kn. to take the trick, very much impairing 
D's hand. But, with the strength in hearts left him, 
and the lead of the small trump by C, the game was 
probably declared upon the second trick. Without 
a card above the 8, C took one trick and gave his 
partner encouragement to play winning cards. It is 
true that the game might have been won by guess- 
work play, but it is also true that a trick could have 
been lost if D had been placed in the position of 
leader. The result is nothing ; the proper manage- 
ment of a very inferior hand is all. 



Xotibfi aliout <5amtfi. 



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the Play. By H. C. Leeds and James Dwight. 
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*#* For sale by all Booksellers. Sent by maily post- 
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HOUGHTON, MIFFLIN & COMPANY 
4 Park St., Boston: xi East 17TH St., New York. 



I